• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Putting Together a Full Game(10)

             

            Using State-Based Processing

            I developed the sample game to use state-based processing in order to effectively
            use the application class's processing structure. The game uses these four states:

            ■ Main menu state. When executed, the game displays a main menu giving the
            player the option to start a new game, load a game, return to or save a game
            in progress, or to quit the game.

            ■ In-game state. This state is used most often because it takes care of updating
            and rendering each frame of the game.

            ■ Character status window state. Whenever the player right-clicks during gameplay,
            he accesses the character status window. Here, the player can use, equip,
            or unequip items just by clicking them, as well as check on the character’s
            statistics and known spells.

            ■ Barter window state. When the player talks to the villager, the barter window
            opens in order to buy items. Click items to buy or press Esc or the right
            mouse button to exit.

            You use a state manager object to control the processing of these four states.

             

            menu_frame:

             You use the menu_frame function to display the main menu, which, in all its glory, has
             a spinning texture-mapped polygon overlaid with the main menu options. The purpose
             of the menu_frame function is to track which option is being selected and to handle
             the appropriate functions.

            void menu_frame(void* data, long purpose)
            {
                
            static const sMenuVertex verts[] = 
                {
                    { -100.0f,  100.0f, 1.0f, 0.0f, 0.0f },
                    {  100.0f,  100.0f, 1.0f, 1.0f, 0.0f },
                    { -100.0f, -100.0f, 1.0f, 0.0f, 1.0f },
                    {  100.0f, -100.0f, 1.0f, 1.0f, 1.0f }
                };
                
                
            static IDirect3DVertexBuffer9*  menu_vb;
                
            static IDirect3DTexture9*       menu_texture;
                
            static IDirect3DTexture9*       menu_select;
                
            static ID3DXFont*               title_font;
                
            static cCamera                  menu_cam;
                
            static cWorldPos                menu_pos;
                
                cApp* app = (cApp*) data;

                
            if(purpose == INIT_PURPOSE) // initialize menu related data
                {   
                    
            // create and set the menu vertices
                    create_vertex_buffer(&menu_vb, array_num(verts), sizeof(sMenuVertex), MENU_FVF);
                    fill_in_vertex_buffer(menu_vb, 0, array_num(verts), verts);

                    load_texture_from_file(&menu_texture, "..\\Data\\MenuBD.bmp", 0, D3DFMT_UNKNOWN);
                    load_texture_from_file(&menu_select,  "..\\Data\\Select.bmp", 0, D3DFMT_UNKNOWN);

                    create_font(&title_font, "Consolas", 48, 
            falsefalse);
                    menu_cam.point(0.0f, 0.0f, -150.0f, 0.0f, 0.0f, 0.0f);
                }
                
            else if(purpose == SHUTDOWN_PURPOSE)    // shutdown resources used in menu
                {
                    release_com(menu_vb);
                    release_com(menu_texture);
                    release_com(menu_select);
                    release_com(title_font);
                }
                
            else    // process a frame of menu
                {
                    
            // exit game or return to game if ESC pressed
                    if(app->m_keyboard.get_key_state(KEY_ESC))
                    {
                        app->m_keyboard.m_locks[KEY_ESC] = 
            true;
                        app->m_keyboard.set_key_state(KEY_ESC, 
            false);

                        app->m_state_manager.pop(app);
                        
            return;
                    }        

                    
            // see which option was selected if mouse button pressed
                    if(app->m_mouse.get_button_state(MOUSE_LBUTTON))
                    {
                        
            // lock the mouse button and clear button state
                        app->m_mouse.m_locks[MOUSE_LBUTTON] = true;
                        app->m_mouse.set_button_state(MOUSE_LBUTTON, 
            false);

                        
            // determine which, if any selection.

                        
            long mouse_start = app->m_mouse.get_y_pos() - MAIN_MENU_TOP;

                        
            if(mouse_start >= 0)
                        {
                            
            long hit_index = mouse_start / MAIN_MENU_HEIGHT;
                            
                            app->m_state_manager.pop(app);  
            // pop the menu state

                            // determine what to do based on selection
                            switch(hit_index)
                            {
                            
            case NEW_GAME:
                                app->m_state_manager.pop_all(app);

                                app->m_game_chars.free();
                                app->m_game_spells.free();
                                app->m_game_script.reset_data();
                                
                                app->m_game_chars.add_char(ID_PLAYER, 0, CHAR_PC, CHAR_STAND, -100.0f, 0.0f, 50.0f, 3.14f);
                                g_player = app->m_game_chars.get_char(ID_PLAYER);

                                app->m_teleport_map = -1;

                                app->m_state_manager.push(game_frame, app);

                                
            // start new game and let script process as startup
                                app->load_level(1);

                                
            break;

                            
            case RETURN_TO_GAME:
                                app->m_state_manager.push(game_frame, app);
                                
            break;

                            
            case LOAD_GAME:
                                app->m_state_manager.pop_all(app);

                                app->m_game_chars.free();
                                app->m_game_spells.free();

                                app->m_game_chars.add_char(ID_PLAYER, 0, CHAR_PC, CHAR_STAND, -100.0f, 0.0f, 50.0f, 3.14f);
                                g_player = app->m_game_chars.get_char(ID_PLAYER);

                                
            // load character's stats and inventory
                                app->m_game_chars.load_char(ID_PLAYER, "..\\Data\\Char.cs");
                                g_player->char_ics->load("..\\Data\\Char.ci");

                                
            if(g_player->char_def.weapon != -1)
                                    app->m_game_chars.equip(g_player, g_player->char_def.weapon, WEAPON, 
            true);

                                g_player->health_points = g_player->char_def.health_points;
                                g_player->mana_points   = g_player->char_def.mana_points;

                                app->m_game_script.load("..\\Data\\Script.sav");
                                app->m_teleport_map = -1;

                                app->m_state_manager.push(game_frame, app);

                                app->m_game_chars.move_char(ID_PLAYER, 100.0f, 0.0f, -100.0f);
                                app->load_level(1);     
            // start in town

                                
            break;

                            
            case SAVE_GAME:
                                app->m_game_script.save("..\\Data\\Script.sav");

                                
            // save character's stats and inventory
                                app->m_game_chars.save_char(ID_PLAYER, "..\\Data\\Char.cs");
                                g_player->char_ics->save("..\\Data\\Char.ci");

                                
            break;

                            
            case QUIT_GAME:
                                app->m_state_manager.pop_all(app);
                                
            break;
                            }

                            
            return;
                        }
                    }   
            // [end] if(app->m_mouse.get_button_state(MOUSE_LBUTTON))

                    set_display_camera(&menu_cam);
                    
                    menu_pos.rotate(0.0f, 0.0f, timeGetTime() / 4000.0f);   
            // rotate backdrop

                    // render menu backdrop and all menus

                    begin_display_scene();

                    disable_zbuffer();
                    set_display_world(&menu_pos);
                    g_d3d_device->SetTexture(0, menu_texture);
                    render_vertex_buffer(menu_vb, 0, 2, D3DPT_TRIANGLESTRIP);

                    
            // draw the game's title
                    draw_font(title_font, g_title_name, 0, 16, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);

                    
            // select option based on mouse position

                    
            long mouse_start = app->m_mouse.get_y_pos() - MAIN_MENU_TOP;

                    
            if(mouse_start >= 0)
                    {
                        
            long hit_index = mouse_start / MAIN_MENU_HEIGHT;

                        
            if( hit_index == NEW_GAME ||
                           (hit_index == RETURN_TO_GAME && (g_menu_options & MENU_BACK)) ||
                           (hit_index == LOAD_GAME && (g_menu_options & MENU_LOAD)) ||
                           (hit_index == SAVE_GAME && (g_menu_options & MENU_SAVE)) ||
                           (hit_index == QUIT_GAME))
                        {
                            begin_display_sprite();

                            RECT rect;
                            calculate_texture_rect(menu_select, 0, 0, 0, 0, &rect);

                            
            long dest_y = hit_index * MAIN_MENU_HEIGHT + MAIN_MENU_TOP;
                            draw_texture(g_d3d_sprite, menu_select, &rect, 192, dest_y, 1.0f, 1.0f, COLOR_WHITE);

                            end_display_sprite();
                        }
                    }

                    
            // draw enabled options 
                    
                    draw_font(app->m_font, "New Game", 0, 150, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);

                    
            if(g_menu_options & MENU_BACK)
                        draw_font(app->m_font, "Back to Game", 0, 214, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);

                    
            if(g_menu_options & MENU_LOAD)
                        draw_font(app->m_font, "Load Game", 0, 278, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);

                    
            if(g_menu_options & MENU_SAVE)
                        draw_font(app->m_font, "Save Game", 0, 342, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);
                    
                    draw_font(app->m_font, "Quit", 0, 410, CLIENT_WIDTH, 0, COLOR_LIGHT_YELLOW, DT_CENTER);

                    end_display_scene();

                    present_display();
                }
            }

            posted on 2007-12-29 21:22 lovedday 閱讀(237) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久国产免费直播| 99热成人精品免费久久| 久久精品国产亚洲AV香蕉| 久久九九久精品国产免费直播| 亚洲午夜久久久久妓女影院| 精品久久久久久中文字幕| 欧美大战日韩91综合一区婷婷久久青草| 久久综合九色综合网站| 欧美久久综合性欧美| 一级a性色生活片久久无| 精品久久久久久亚洲精品| 国产精品禁18久久久夂久| 久久人人爽人人澡人人高潮AV| 波多野结衣AV无码久久一区| 老司机国内精品久久久久| 天堂久久天堂AV色综合| 久久久久九九精品影院| 久久狠狠高潮亚洲精品| 久久无码高潮喷水| 久久无码人妻精品一区二区三区 | 久久久久久久精品妇女99 | 国产三级精品久久| 久久综合精品国产二区无码| 色诱久久av| 久久本道综合久久伊人| 精品国产乱码久久久久久郑州公司| 亚洲国产成人久久综合野外| 精品久久久无码中文字幕| 精品久久香蕉国产线看观看亚洲| 亚洲国产精品久久电影欧美| 久久精品国产亚洲Aⅴ香蕉| 香蕉久久一区二区不卡无毒影院| 久久99精品久久久久子伦| 亚洲精品乱码久久久久久按摩| 色偷偷91久久综合噜噜噜噜| 久久久精品无码专区不卡| 国内精品伊人久久久久网站| 久久国产成人午夜aⅴ影院| 99久久精品九九亚洲精品| 国产精品美女久久久久av爽| 国产农村妇女毛片精品久久|