Beispiel #1
0
void InGameState::ReceiveMessage(const GameStateMessage& aMessage)
{
	switch (aMessage.GetGameState())
	{
	case eGameState::RELOAD_LEVEL:
		myLoadingScreen->Reset();
		myLevel = myLevelFactory->LoadCurrentLevel();
		break;

	case eGameState::COMPLETE_LEVEL:
		if (myLevelFactory->IsLastLevel() == false)
		{
			CompleteLevel();
		}
		else
		{
			CompleteGame();
		}
		break;

	case eGameState::LOAD_NEXT_LEVEL:
		myLoadingScreen->Reset();
		myLevel = myLevelFactory->LoadNextLevel();
		break;
	}
}
Beispiel #2
0
void GameController::CoordinateReleased()
{
    for(int i=0;i<getLevel();++i)
        for(int j=0;j<getLevel();++j)
            setBlockColor(QPoint(i,j),GameData::BgColor);
    for(int i=0;i<getColorNumber()*2;++i)
        setBlockColor(gameSetting->Points[i],GameData::ColorSet[i/2]);
    for(int i=0;i<pipeManager->size();++i)
    {
        Pipe* pipe = pipeManager->at(i);
        if(pipeManager->currentPipe!=pipe)
        {
            while(!pipe->empty())
            {
                QPoint _coordinate(pipe->back());
                STATE _state = getBlockState(_coordinate);
                if((_state&WAY)==0||(_state&BREAK)!=0||(_state&CURRENT)!=0)
                    pipe->pop_back();
                else
                    break;
            }
        }
        for(int j=0;j<pipe->size();++j)
            setBlockColor(pipe->at(j),pipe->Color);
    }
    for(int i=0;i<this->getLevel();++i)
        for(int j=0;j<this->getLevel();++j)
            setBlockState(QPoint(i,j),~(CURRENT|BREAK));
    ++gameSetting->moves;
    emit UpdatePipeDisplay();
    emit UpdateBlockDisplay();
    if(CheckWin())
        emit CompleteGame();
}
Beispiel #3
0
//-------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int cmdShow)
{
	srand((unsigned)time(0));
	HINSTANCE hAppInst = hInst;

	//init window
	HWND hWnd = CWindow::Inst().Init(hAppInst, CFG_AppName, CFG_AppName, CFG_WndWidth, CFG_WndHeight);
	if (!hWnd)
		return -1;
	
	//init mutexs
	g_hMutexExit = CreateMutex(NULL, FALSE, NULL);
	if (!g_hMutexExit)
		return -2;

	g_hMutexGame = CreateMutex(NULL, FALSE, NULL);
	if (!g_hMutexGame)
		return -3;
	
	//create thread for update the game and draw frame
	g_hThreadGame = CreateThread(NULL, 0, &ThreadFunc, hWnd, 0, NULL);
	if (!g_hThreadGame)
		return -4;
	
	//cycle for process received messages
	int ret = CWindow::Inst().WaitAndProcMessages();

	//wait for game thread completion
	CompleteGame();
	while (1)
	{
		DWORD exitCode = 0;
		BOOL res = GetExitCodeThread(g_hThreadGame, &exitCode);
		if (!res || exitCode!=STILL_ACTIVE)
			break;
		Sleep(10);
	}

	//release resources
	CloseHandle(g_hThreadGame);
	CloseHandle(g_hMutexGame);
	CloseHandle(g_hMutexExit);
	CWindow::Inst().Destroy();

	return ret;
}