1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90
|
// -----------------------------------------------
// gkernel.h
// -----------------------------------------------
// Game main loop and kernel
// -----------------------------------------------
// By Kronoman - July 2003
// Updated to C++ class in January 2004
// In loving memory of my father
// -----------------------------------------------
#ifndef GKERNEL_H
#define GKERNEL_H
#include <allegro.h>
#include "cball.h" // player ball
#include "tmap.h" // tile map
#include "cwdata.h" // datafile handler
#include "partmang.h" // particle manager
#include "backgbmp.h" // background manager
#include "mytracer.h" // this shit keeps crashing, I need to debug it... dammit!
#include "sound.h" // amazing sound system :o
#include "stats.h" // game statistics
#include "musiclvl.h" // music
// timer update ratio, in BPS
#define GKERNEL_FPSQ 30
// special flag for when the user aborts the game with ESC
#define GKERNEL_USER_FINISHED_GAME -666
// This class has the game kernel.
class CGameKernel
{
public:
CGameKernel();
~CGameKernel();
// this are the prefered method to start and play a game session
int play_a_single_level(char *level_filename);
void play_a_full_campaign(char *level_filename);
// from here, stuff is almost internal only, because they are pretty 'low level'; altough may come handy
void init(); // initializes game (sets timers, loads data, etc)
void shutdown(); // shuts down game (unsets timers, unloads data, etc)
int game_loop(); // this is the main game loop; will return CBALL_IS_DEAD, or CBALL_EXIT_LEVEL (dead, or won level)
int update_logic(); // this updates 1 logic update of game ; will return CBALL_IS_DEAD, CBALL_IS_FINE, or CBALL_EXIT_LEVEL
void update_screen(); // this updates the screen
void load_level_file(const char *file); // loads a level from a file, and sets the game ready to play on that level -- *MUST* BE CALLED BEFORE STARTING THE GAME LOOP!
BITMAP *tile_bmp_to_screen_size(BITMAP *bmp); // tiles a bitmap to screen size, basically its purpose is to tile the level's background
CBall player_ball; // ball of the player, I need to touch this from 'outside' ; basically, set the live ammount before each game
CGameStats stats; // game statistics, I may need to touch them from 'outside'
private:
bool game_over; // game over?
CTMap game_map; // tile map loaded (with his own tile set)
CParticleManager particle_manager; // particle manager
CWDatafile main_data_file; // DATAFILE loaded
BITMAP *dbuffer; // doble buffer
BITMAP *backdropbmp; // background bitmap for current level
CBackground background_loader; // loader system for level's background from datafile
FONT *game_time_font; // font for showing time left on game
FONT *game_score_font; // font for showing score on game
FONT *game_messages_font; // font for showing messages on game
CSoundWrapper soundw; // sound system
CMusicLvl music_loader; // loader system for music from datafile
// current level file name (so we can reload it when player loses, etc)
char current_level_file_name[1024];
// for all the class data
static int timer_installed_count; // how many times we installed the timer; when this is 0, remove/install timers
// debug tracer
CMyTracer mtracer; // my tracer to debug this crap
};
#endif
|