Don't document bad code
-
rewrite it
-
[cpp]
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(void)
{
return Game;
}protected:
private:
void clearMin(int iStartX, int iEndX);
void renderPreGame();
void renderInGame(int iTime);
void renderInGameMenu();
void renderGameOver();void prepareGame();
void runGame();
void endGame();void runMenu();
void runGameOver();void checkKeys_DEF();
void showScreen_DEF();XDisplay* m_pxdisplayActual;
XSurface m_xsurfField;
XSurface m_xsurfAppleCount;XSurface m_xsBackLeft;
XSurface m_xsBackRight;
XSurface m_xsBlack;XSprite m_xsTileSet;
XSprite m_xsParticles;XSprite m_xsMenu;
XSprite m_xsMenuHead;XFont m_xfChars;
// #define FrameCount //uncomment this to activate framecounter
#ifdef FrameCount
XFrameCounter m_xfcFrameCounter;
#endifint m_iTimePassed;
int m_iLastTick; //Zeitpunkt des letzten Events
int m_iGameStatus;
int m_iMenuStatus;bool m_bMoreFood;
int m_iFoodCount;
int m_iFoodTime;
int m_iFoodSound;char m_pcPlayerName[128];
Field m_Field;
Player* m_ppPlayer[3]; //Zeiger auf ein Feld von Spielern
State m_stateNext;
WPARAM m_wWMKey;
FSOUND_SAMPLE* m_pfsTurn;
FSOUND_SAMPLE* m_pfsEat;
FSOUND_SAMPLE* m_pfsTime1;
FSOUND_SAMPLE* m_pfsTime2;
FSOUND_SAMPLE* m_pfsOpen;
FSOUND_SAMPLE* m_pfsMenu;
FSOUND_SAMPLE* m_pfsDead;
FSOUND_SAMPLE* m_pfsWon;
FSOUND_SAMPLE* m_pfsStar;
FSOUND_SAMPLE* m_pfsRainbow;
FSOUND_SAMPLE* m_pfsRedGotFlag;
FSOUND_SAMPLE* m_pfsRedScores;
FSOUND_SAMPLE* m_pfsBlueGotFlag;
FSOUND_SAMPLE* m_pfsBlueScores;FMUSIC_MODULE* m_pfmMuzak[2];
int m_iNumberOfMuzaks;
int m_iActualMuzak;
int m_iMusicTime;
};#endif // _PPGame_H
class PPGame;
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
// Dateiname: PPGame.h
/////////////////////////////////////////////////////////////////////////////////////
// Autor: Christian Roesch
//
// Erstelldatum: 07.08.2001
// letzte Änderung: 23.11.2001
/////////////////////////////////////////////////////////////////////////////////////
// Info: Die Klasse fürs Ingame
/////////////////////////////////////////////////////////////////////////////////////#ifndef _PPGame_H
#define _PPGame_H// includes
#include "PPart.h"
#include "global.h"
#include "Field.h"
#include "Player.h"
#include "XGameSDK\XDisplay.h"
#include "XGameSDK\XSprite.h"
#include "XGameSDK\XFont.h"
#include "XGameSDK\XInput.h"
#include "XGameSDK\XFrameCounter.h"// Klassen-Deklaration
class PPGame : public PPart
{
public:
virtual HRESULT initialize(XDisplay* pxdisplayDest);
virtual HRESULT uninitialize(void);virtual State run(int iTime, XDisplay* pxdisplayDest);
virtual HRESULT recoverFromFocusLost(void);
virtual void wndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);State getState(
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Find'st du den so gut, dass du ihn gleich 18 x postest?
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SeppSchrot schrieb:
Find'st du den so gut, dass du ihn gleich 18 x postest?
vielleicht will er damit jemanden erschrecken. den code und einiges mehr hab ich gestern aus ästetischen gründen aus dem c++-forum gelöscht.
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Wollte gucken ob das Forum einen Bug hat.
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SeppSchrot schrieb:
Find'st du den so gut, dass du ihn gleich 18 x postest?
er hat das mit dem 'rewrite' wohl falsch verstanden ...