void testBallMoves() { int startStateIndex, numStartStates; GravPngScoreChange scoreChange; #define NUM_START_STATES 10 StartState startStates[NUM_START_STATES] = { straightLeftPaddleNonTopCollision, noStartState, straightRightNonTopCollision, straightLeftPaddleRearCollision, straightRightPaddleRearCollision, straightRightPaddleBottomCollision, straightRightPaddleTopCollision, straightLeftPaddleTopCollision, straightLeftPaddleBottomCollision}; numStartStates = NUM_START_STATES; startStateIndex = 0; setupSpriteMemPtrs(); fillSpriteMem(); initGameObjects(startStates[startStateIndex]); drawBall(&ball); drawPaddleSprites(&paddleOne, &paddleTwo); printPaddle(&paddleTwo); printBall(&ball); printCourt(&court); while(1) { scoreChange = updatePongGame(&gPngGame); if(scoreChange == PLAYER_ONE_GOAL || scoreChange == PLAYER_TWO_GOAL) { flashScreen(); startStateIndex++; if(startStateIndex < numStartStates) { if(startStates[startStateIndex] == noStartState) { resetPongGame(&gPngGame); gPngGame.isPlayerOneHuman = true; } else { initGameObjects(startStates[startStateIndex]); } } else { return; } } if(startStates[startStateIndex] == noStartState) { handlePlayerInput(&gPngGame, true); //playerOneInput(&gPngGame); playerTwoInput(&gPngGame); } drawBall(&ball); drawPaddleSprites(&paddleOne, &paddleTwo); } }
Level1Part1::Level1Part1() : MapPart(1) { loadMesh("GameResources\\Levels\\level1\\part1\\level1_part1.obj"); loadMaterial(); initGameObjects(); }
Level1Part4::Level1Part4() : MapPart(4) { loadMesh("GameResources\\Levels\\level1\\part4\\part.obj"); loadMaterial(); initGameObjects(); }