void COptions::Enter() { m_nCursorPosition = 75; CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance(); CSGD_WaveManager *pWM = CSGD_WaveManager::GetInstance(); m_nImageID[0] = pTM->LoadTexture("Resource\\JoA_earthwormjim-items.png", D3DCOLOR_XRGB(0,128,255)); m_nImageID[1] = pTM->LoadTexture("Resource\\JoA_OptionsBar.bmp", D3DCOLOR_XRGB(255,0,255)); m_nSoundID[0] = pWM->LoadWave("Resource/sounds/JoA_Bosssnatchprincess.wav"); m_nSoundID[1] = pWM->LoadWave("Resource/sounds/JoA_Song3.wav"); }
void CGamePlay::Enter() { COptions *op = COptions::GetInstance(); CSGD_ObjectFactory<string, CBase> *pOF = CSGD_ObjectFactory<string, CBase>::GetInstance(); CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance(); CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance(); CPlayerCharacter *pPC = CPlayerCharacter::GetInstance(); CSGD_EventSystem *pEM = CSGD_EventSystem::GetInstance(); CSGD_DirectSound *pDS = CSGD_DirectSound::GetInstance(); CSGD_WaveManager* pWM = CSGD_WaveManager::GetInstance(); m_nBridgeOffset = 0; m_nSpaceOffset = 0; m_nEnemyCounter = 0; m_nTotalSpawns = 0; stateTimer = 6.0f; m_fSpawnPowerupTimer = 15.0f; // Register classes with ObjectFactory pEM->RegisterClient("scroll right", this); pEM->RegisterClient("scroll left", this); pEM->RegisterClient("spawn enemies",this); pEM->RegisterClient("spawn powerups",this); pOF->RegisterClassType<CPlayerCharacter>("CPlayerCharacter"); pOF->RegisterClassType<CBullet>("CBullet"); pOF->RegisterClassType<CEnemyDemon>("CEnemyDemon"); pOF->RegisterClassType<CEnemyBusiness>("CEnemyBusiness"); pOF->RegisterClassType<CBulletPaper>("CBulletPaper"); pOF->RegisterClassType<CEnemyMeat>("CEnemyMeat"); pOF->RegisterClassType<CBulletFire>("CBulletFire"); pOF->RegisterClassType<CEnemyBooger>("CEnemyBooger"); pOF->RegisterClassType<CPowerup1up>("CPowerup1up"); pOF->RegisterClassType<CPowerupHealth>("CPowerupHealth"); pOF->RegisterClassType<CPowerupRapidFire>("CPowerupRapidFire"); pOF->RegisterClassType<CPowerupThreeWay>("CPowerupThreeWay"); pOF->RegisterClassType<CEnemyPsycrow>("CEnemyPsycrow"); pOF->RegisterClassType<CBulletHook>("CBulletHook"); m_nImageID[0] = pTM->LoadTexture("Resource\\JoA_EarthwormJim.bmp", D3DCOLOR_XRGB(80,192,64)); m_nImageID[1] = pTM->LoadTexture("Resource\\JoA_jim_level2enemies.png",D3DCOLOR_XRGB(0,64,128)); m_nImageID[2] = pTM->LoadTexture("Resource\\JoA_ewj2-flaminyawn.png",D3DCOLOR_XRGB(0,64,128)); m_nImageID[3] = pTM->LoadTexture("Resource\\JoA_earthwormjim-items.png",D3DCOLOR_XRGB(0,128,255)); m_nImageID[4] = pTM->LoadTexture("Resource\\JoA_ewj_forpete.png",D3DCOLOR_XRGB(0,64,128)); m_nBGID = pTM->LoadTexture("Resource\\JoA_jim_psycro.png", D3DCOLOR_XRGB(0,64,128)); pOM->AddObject(CPlayerCharacter::GetInstance()); m_fFinishedTimer = 5.0f; m_Font.SetFontImageID( CSGD_TextureManager::GetInstance()->LoadTexture("resource/JoA_023 - small.bmp", D3DCOLOR_XRGB(0, 0, 0)) ); m_Font.SetCharWidth( 16 ); m_Font.SetCharHeight( 16 ); m_Font.SetNumCols( 10 ); m_Font.SetStartChar( ' ' ); m_Font2.SetFontImageID( CSGD_TextureManager::GetInstance()->LoadTexture("resource/JoA_023 - large.bmp", D3DCOLOR_XRGB(0, 0, 0)) ); m_Font2.SetCharWidth( 32 ); m_Font2.SetCharHeight( 32 ); m_Font2.SetNumCols( 10 ); m_Font2.SetStartChar( ' ' ); pPC->SetBulletScale(1.0f); pPC->SetRateOfFire(7); pPC->SetHP(100); pPC->SetPosX( 100.0f ); pPC->SetImageID(m_nImageID[0]); pPC->SetThreeWay(false); pPC->SetGodMode(false); pPC->SetVelX(0.00000004f); pPC->SetVelY(0.00000004f); pPC->SetInvulnerable(false); pPC->SetRapidFireTimer(0.0f); pPC->SetThreeWayTimer(0.0f); if (GetLevel() == 1) { pPC->SetPosY( 202.0f ); SetRemainingEnemies(10); m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song3.wav"); pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25); } else if (GetLevel() == 2) { pPC->SetPosY(375.0f); SetRemainingEnemies(10); m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song4.wav"); pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25); } else if (GetLevel() == 3) { pPC->SetPosY(250.0f); SetRemainingEnemies(1); m_nBridgeOffsetY = 300; m_nBridgeVelocityY = 25 * op->GetDifficulty(); pEM->SendEvent("spawn enemies", NULL); m_nBGMusicID = pWM->LoadWave("Resource/sounds/JoA_Song2.wav"); pWM->SetVolume(m_nBGMusicID,op->GetMusicVolume() - 25); } pWM->Play(m_nBGMusicID,1); }