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executable file 161 lines (128 sloc) 5.715 kb
#pragma once
#include "GlobalDefine.h"
#include "mp3player.h"
using std::list;
using std::vector;
class CGameEntities
static const UCHAR PLAYER_STOP = 0x00;
static const UCHAR PLAYER_FORWARD = 0x01;
static const UCHAR PLAYER_BACK = 0x02;
static const UCHAR PLAYER_LEFT = 0x04;
static const UCHAR PLAYER_RIGHT = 0x08;
static const int m_ActorSpriteID = 0;
static const int m_ShelterSpriteID = 1;
static const int m_ObstacleSpriteID = 2;
static const int m_DecorationSpriteID = 3;
static const int m_PlayerSpriteID = 4;
static const int m_HighlighterCurID = 5;
/////////////////////////// STRUCTS /////////////////////////////
struct SSprite {
IDirect3DVertexBuffer9* m_pVB;
vector<LPDIRECT3DTEXTURE9> m_vpTex;
int nFrames;
float animSpeed; //! animation speed
SSprite(IDirect3DDevice9* pd3dDevice, float width, float height); // height and width of billboard
VOID AddTexture(IDirect3DDevice9* pd3dDevice, LPCWSTR texFileName);
//! Interface containing all Entity attributes. Inherited by other elements.
struct IEntity { // polymorphism is unecessary
int SpriteID; //! Which Group of Textures this Entity uses
int nFrame; //! Which frame in the Texture Group it's in (sprites).
float fScale; //! scale of entity!
float x, y; //! position
float radius; //! for collision detection
float timeElapsed;
float speed; //! movement speed
D3DXMATRIX mWorld; //! Every Entity has it's own world mtx based on it's 2D position.
virtual VOID OnFrameMove(float elapsedTime);
VOID UpdateWorldMatrix(bool bFlipHorizontal = false);
struct SDecoration : public IEntity {
SDecoration(float scale, float _x, float _y);
struct SActor : public IEntity {
UCHAR movement;
bool bSheltered, bPlayer;
float width, height;
float lastTime;
SActor(float scale, float x, float y, int level);
virtual VOID OnFrameMove(float elapsedTime);
VOID PerformAI(float elapsedTime, bool bSheltered, float playerx, float playery, float playerrad, int level);
BOOL WithinSightRadius(float playerx, float playery, float playerrad, int level);
struct SShelter : public IEntity {
double lastVisit;
bool bBulldozed;
SShelter(float scale, float x, float y);
struct SObstacle : public IEntity {
float tx, ty;
bool bConstructing, bLeftToRight, bDone;
float lastTime;
list<SShelter>::iterator itTarget;
SObstacle(list<SShelter>::iterator itTarget, bool _bConstructing = false);
virtual VOID OnFrameMove(float elapsedTime, SActor &player, list<SShelter> &shelters, float &speedIncr);
bool m_bCameraMoveX, m_bCameraMoveY;
float m_CameraStepX, m_CameraStepY;
float m_lastSpawnTime;
int m_level;
float m_totalCarbonEaten; //! how many pencil ppl he's eaten since last death
double m_TotalTime;
vector<SSprite*> m_vSprites;
list<SDecoration> m_lDecorations;
list<SActor> m_lEnemies;
list<SShelter> m_lShelters;
list<SObstacle> m_lObstacles;
SActor m_Player;
VOID DrawDecorations(IDirect3DDevice9* pd3dDevice);
VOID DrawShelters(IDirect3DDevice9* pd3dDevice);
VOID DrawObstacles(IDirect3DDevice9* pd3dDevice);
VOID DrawEnemies(IDirect3DDevice9* pd3dDevice);
VOID DrawPlayer(IDirect3DDevice9* pd3dDevice);
VOID PlaceSpriteVBOnDevice(IDirect3DDevice9* pd3dDevice, int index);
VOID PlaceSpriteInfoOnDevice(IDirect3DDevice9* pd3dDevice, const D3DXMATRIX &mWorld, int SpriteIndex, int nFrame);
VOID SpawnHouses(int level);
VOID SpawnDecorations(int level);
VOID SpawnEnemies(int level);
VOID SpawnBulldozer(float elapsedTime);
BOOL CheckPlayerCollision(); //! Checks if players eat trees(decorations) or eat/get eaten
BOOL IsOnBoard(float nx, float ny, float nr);
VOID UpdateCamera(D3DXVECTOR3 &vEye, D3DXVECTOR3 &vAt, float speed, UCHAR movement, float elapsedTime);
static BOOL WithinWidth(float x) {
static float halfWidth = g_bgWidth/2;
return abs(x) < halfWidth; }
static BOOL WithinHeight(float y) {
static float halfHeight = g_bgHeight/2;
return abs(y) < halfHeight; }
static const int LEVEL_COMPLETE = 1;
static const int LEVEL_DEATH = 2;
static const int LEVEL_GAMEOVER = 3;
static const int LEVEL_CANCOMPLETE = 4;
CGameEntities(IDirect3DDevice9* pd3dDevice);
VOID PopulateWorld(int level);
VOID CleanWorld();
INT OnFrameMove(D3DXVECTOR3 &vEye, D3DXVECTOR3 &vAt, float elapsedTime);
HRESULT Render(IDirect3DDevice9* pd3dDevice);
float GetScore() { return (m_totalCarbonEaten)*g_ScoreDisplayMult; }
VOID ResetScore() { m_totalCarbonEaten = 0.0f; }
VOID PlayerToggleForward(bool bKeyDown);
VOID PlayerToggleBackward(bool bKeyDown);
VOID PlayerToggleLeft(bool bKeyDown);
VOID PlayerToggleRight(bool bKeyDown);
BOOL IsCollision(float nx, float ny, float nr, float ox, float oy, float or);
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