Beispiel #1
0
// ----------------------------------------------------------------------------
//  Name: Update
//
//  Desc: Updates the scene.
// ----------------------------------------------------------------------------
HRESULT CGame::Update( FLOAT fElapsedTime )
{
	GameState NextState;

	// The way this works... Each state has an initialize function, an update
	// function and a render function. The update function can return a new
	// state to switch to, or return the current state to not switch states.
	switch( m_CurrentState )
	{
	case InitScreen:
		NextState = TitleScreen;
		break;

	case TitleScreen:
		// We are in the title screen, update it.
		NextState = UpdateTitleScreen( fElapsedTime );
		break;

	case GameScreen:
		// We are in the game screen, update it.
		NextState = UpdateGameScreen( fElapsedTime );
		break;

	default:
		return D3D_OK;
	}

	if( NextState != m_CurrentState )
	{
		// We are switching states.
		DbgPrint( "Switching states." );

		m_PreviousState = m_CurrentState;
		m_CurrentState = NextState;

		switch( NextState )
		{
		case ExitingScreen:
			// Causes the program to shut down.
			PostMessage( NULL, WM_CLOSE, 0U, 0U );
			return D3D_OK;

		case GameScreen:
			// If we switched to the GameScreen state, initialize the game.
			InitGameScreen();
			break;

		case TitleScreen:
			// If we switched to the TitleScreen state, initialize the title
			// screen.
			InitTitleScreen();
			break;
		}
	}

	return D3D_OK;
}
Beispiel #2
0
// Update and Draw one frame
void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    if (!onTransition)
    {
        switch (currentScreen)
        {
            case LOGO:
            {
                UpdateLogoScreen();

                if (FinishLogoScreen()) TransitionToScreen(TITLE);

            } break;
            case TITLE:
            {
                UpdateTitleScreen();

                // NOTE: FinishTitleScreen() return an int defining the screen to jump to
                if (FinishTitleScreen() == 1)
                {
                    UnloadTitleScreen();
                    //currentScreen = OPTIONS;
                    //InitOptionsScreen();
                }
                else if (FinishTitleScreen() == 2)
                {
                    UnloadTitleScreen();
                    
                    InitGameplayScreen();
                    TransitionToScreen(GAMEPLAY);
                }
            } break;
            case GAMEPLAY:
            {
                UpdateGameplayScreen();

                if (FinishGameplayScreen())
                {
                    UnloadGameplayScreen();
                    
                    InitEndingScreen();
                    TransitionToScreen(ENDING); 
                }
            } break;
            case ENDING:
            {
                UpdateEndingScreen();

                if (FinishEndingScreen())
                {
                    UnloadEndingScreen();
                    
                    InitGameplayScreen();
                    TransitionToScreen(GAMEPLAY); 
                }
            } break;
            default: break;
        }
    }
    else UpdateTransition();
    
    UpdateMusicStream(music);
    //----------------------------------------------------------------------------------

    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();

        ClearBackground(WHITE);
        
        switch (currentScreen)
        {
            case LOGO: DrawLogoScreen(); break;
            case TITLE: DrawTitleScreen(); break;
            case GAMEPLAY: DrawGameplayScreen(); break;
            case ENDING: DrawEndingScreen(); break;
            default: break;
        }

        if (onTransition) DrawTransition();
        
        DrawFPS(20, GetScreenHeight() - 30);
        
        DrawRectangle(GetScreenWidth() - 200, GetScreenHeight() - 50, 200, 40, Fade(WHITE, 0.6f));
        DrawText("ALPHA VERSION", GetScreenWidth() - 180, GetScreenHeight() - 40, 20, DARKGRAY);

    EndDrawing();
    //----------------------------------------------------------------------------------
}
Beispiel #3
0
// Update and draw game frame
void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    if (!onTransition)
    {
        switch(currentScreen) 
        {
            case LOGO_RL: 
            {
                rlUpdateLogoScreen();
                
                if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
                
            } break;
            case TITLE: 
            {
                UpdateTitleScreen();
                
                if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);

            } break;
            case GAMEPLAY:
            { 
                UpdateGameplayScreen();
                
                if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL);
                else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);

            } break;
            default: break;
        }
    }
    else
    {
        // Update transition (fade-in, fade-out)
        UpdateTransition();
    }
    
    UpdateMusicStream();
    //----------------------------------------------------------------------------------
    
    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();
    
        ClearBackground(RAYWHITE);
        
        switch(currentScreen) 
        {
            case LOGO_RL: rlDrawLogoScreen(); break;
            case TITLE: DrawTitleScreen(); break;
            case GAMEPLAY: DrawGameplayScreen(); break;
            default: break;
        }
	
        if (onTransition) DrawTransition();
    
        //DrawFPS(10, 10);
    
    EndDrawing();
    //----------------------------------------------------------------------------------
}
Beispiel #4
0
// Update and draw game frame
void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    if (!onTransition)
    {
        if (player.dead)
        {
            framesCounter++;
            
            if (framesCounter > 80)
            {
                framesCounter = 0;
                player.dead = false;
                player.numLifes = 4;
                
                TransitionToScreen(TITLE);
            }
        }
        
        switch(currentScreen) 
        {
            case LOGO: 
            {
                UpdateLogoScreen();
                
                if (FinishLogoScreen()) ChangeToScreen(LOGO_RL);
                
            } break;
            case LOGO_RL: 
            {
                rlUpdateLogoScreen();
                
                if (rlFinishLogoScreen()) TransitionToScreen(TITLE);
                
            } break;
            case TITLE: 
            {
                UpdateTitleScreen();
                
                if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC);

            } break;
            case ATTIC:
            { 
                UpdateAtticScreen();
                
                if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01);

            } break;
            case AISLE01:
            { 
                UpdateAisle01Screen();
                
                if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM);
                else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN);
                else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM);

            } break;
            case BATHROOM:
            { 
                UpdateBathroomScreen();
                
                if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01);

            } break;
            case LIVINGROOM:
            { 
                UpdateLivingroomScreen();
                
                if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01);
                else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02);

            } break;
            case AISLE02:
            { 
                UpdateAisle02Screen();
                
                if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN);

            } break;
            case KITCHEN:
            { 
                UpdateKitchenScreen();
                
                if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY);
                else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02);

            } break;
            case ARMORY:
            { 
                UpdateArmoryScreen();
                
                if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING);
                else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN);

            } break;
            case ENDING: 
            {
                UpdateEndingScreen();
                
                if (FinishEndingScreen()) TransitionToScreen(TITLE);

            } break;
            default: break;
        }
    }
    else
    {
        // Update transition (fade-in, fade-out)
        UpdateTransition();
    }
    
    UpdateMusicStream(music);
    //----------------------------------------------------------------------------------
    
    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();
    
        ClearBackground(RAYWHITE);
        
        switch(currentScreen) 
        {
            case LOGO: DrawLogoScreen(); break;
            case LOGO_RL: rlDrawLogoScreen(); break;
            case TITLE: DrawTitleScreen(); break;
            case ATTIC: DrawAtticScreen(); break;
            case AISLE01: DrawAisle01Screen();break;
            case AISLE02: DrawAisle02Screen();break;
            case BATHROOM: DrawBathroomScreen();break;
            case LIVINGROOM: DrawLivingroomScreen();break;
            case KITCHEN: DrawKitchenScreen();break;
            case ARMORY: DrawArmoryScreen();break;
            case ENDING: DrawEndingScreen(); break;
            default: break;
        }
	
        if (onTransition) DrawTransition();
    
        //DrawFPS(10, 10);
    
    EndDrawing();
    //----------------------------------------------------------------------------------
}
Beispiel #5
0
// Update and draw game frame
static void UpdateDrawFrame(void)
{
    // Update
    //----------------------------------------------------------------------------------
    if (!onTransition)
    {
        switch(currentScreen) 
        {
            case LOGO: 
            {
                UpdateLogoScreen();
                
                if (FinishLogoScreen()) TransitionToScreen(TITLE);

            } break;
            case TITLE: 
            {
                UpdateTitleScreen();
                
                if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);

            } break;
            case GAMEPLAY:
            {
                UpdateGameplayScreen();
                
                if (FinishGameplayScreen() == 1) TransitionToScreen(ENDING);
                //else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE);

            } break;
            case ENDING:
            { 
                UpdateEndingScreen();
                
                if (FinishEndingScreen() == 1) TransitionToScreen(TITLE);

            } break;
            default: break;
        }
    }
    else UpdateTransition();    // Update transition (fade-in, fade-out)
    
    // TODO: Review! It breaks the game... issues with audio buffering...
    if (currentScreen != ENDING) UpdateMusicStream(music);
    //----------------------------------------------------------------------------------
    
    // Draw
    //----------------------------------------------------------------------------------
    BeginDrawing();
    
        ClearBackground(RAYWHITE);
        
        switch(currentScreen) 
        {
            case LOGO: DrawLogoScreen(); break;
            case TITLE: DrawTitleScreen(); break;
            case GAMEPLAY: DrawGameplayScreen(); break;
            case ENDING: DrawEndingScreen(); break;
            default: break;
        }
	
        // Draw full screen rectangle in front of everything
        if (onTransition) DrawTransition();
    
    EndDrawing();
    //----------------------------------------------------------------------------------
}