The 8-ball Pool End Game
Ian Parberry's "Introduction to Game Physics"
Public Member Functions | Private Member Functions | Private Attributes | List of all members
CGame Class Reference

The game class. More...

#include <Game.h>

Inheritance diagram for CGame:
CCommon

Public Member Functions

 CGame ()
 Constructor. More...
 
 ~CGame ()
 Destructor. More...
 
void Initialize ()
 Initialize the game. More...
 
void ProcessFrame ()
 Process an animation frame. More...
 
void Release ()
 Release the renderer. More...
 

Private Member Functions

void LoadSounds ()
 Load sounds. More...
 
void BeginGame ()
 Begin playing the game. More...
 
void KeyboardHandler ()
 The keyboard handler. More...
 
void RenderFrame ()
 Render an animation frame. More...
 
void DrawFrameRateText ()
 Draw frame rate text to screen. More...
 
void CreateObjects ()
 Create game objects. More...
 
void ProcessState ()
 Process the game state. More...
 

Private Attributes

bool m_bDrawFrameRate = false
 Draw the frame rate.
 
eGameState m_eGameState = eGameState::Initial
 Current game state.
 
float m_fGameStateTime = 0
 Timer for game state changes.
 

Additional Inherited Members

- Static Protected Attributes inherited from CCommon
static CRendererm_pRenderer = nullptr
 Pointer to the renderer.
 
static CObjectManagerm_pObjectManager = nullptr
 Pointer to the object manager.
 
static LParticleEngine2D * m_pParticleEngine = nullptr
 Pointer to particle engine.
 
static bool m_bShowCollisions = false
 Show ball positions at TOI.
 
static bool m_bStepMode = false
 Is in step mode.
 
static bool m_bStep = false
 Step flag.
 
static float m_fXMargin = 78.0f
 Horizontal margin.
 
static float m_fYMargin = 64.0f
 Vertical margin.
 
static Vector2 m_vMargin = Vector2(m_fXMargin, m_fYMargin)
 Margins.
 
static Vector2 m_vTopLPocket = Vector2(71, 478)
 Position of top left pocket.
 
static Vector2 m_vTopRPocket = Vector2(955, 478)
 Position of top right pocket.
 
static Vector2 m_vTopCPocket = Vector2(514, 478)
 Position of top center pocket.
 
static Vector2 m_vBotLPocket = Vector2(71, 53)
 Position of bottom left pocket.
 
static Vector2 m_vBotRPocket = Vector2(955, 53)
 Position of bottom right pocket.
 
static Vector2 m_vBotCPocket = Vector2(514, 48)
 Position of bottom center pocket.
 

Detailed Description

The game class encapsulates the game.

Constructor & Destructor Documentation

◆ CGame()

CGame::CGame ( )

The default constructor.

◆ ~CGame()

CGame::~CGame ( )

Delete the renderer, the object manager, and the particle engine.

Member Function Documentation

◆ BeginGame()

void CGame::BeginGame ( )
private

Call this function to start a new game. This ought to be re-entrant so that we can restart a new game without having to shut down and restart the program, but it's moot here. All we really need to do is set the game state to the initial state, clear any old objects out of the object manager, and create some new ones.

◆ CreateObjects()

void CGame::CreateObjects ( )
private

Ask the object manager to create the game objects. This game has only two objects, the 8-ball and the cue-ball. This function creates them and sets the impulse vector to point from the cue-ball to the 8-ball.

◆ DrawFrameRateText()

void CGame::DrawFrameRateText ( )
private

Draw the current frame rate to a hard-coded position in the window.

◆ Initialize()

void CGame::Initialize ( )

Initialize the renderer, the particle engine, the step timer, and the object manager, load images and sounds, and begin the game.

◆ KeyboardHandler()

void CGame::KeyboardHandler ( )
private

Poll the keyboard state and respond to the key presses that happened in the last frame. Responses to user keystrokes depend on the current game state.

◆ LoadSounds()

void CGame::LoadSounds ( )
private

Initialize the audio player and load game sounds.

◆ ProcessFrame()

void CGame::ProcessFrame ( )

Process the current frame. This involves responding to keyboard input, moving the game objects and rendering them in their new positions and orientations. Also notify the audio player at the start of each frame so that it can prevent multiple copies of a sound from starting on the same frame, notify the step timer of the start and end of the frame so that it can calculate frame time, and take any actions required by the current game state.

◆ ProcessState()

void CGame::ProcessState ( )
private

Check whether the game state needs to be changed, and take the appropriate action if it does.

◆ Release()

void CGame::Release ( )

Release all of the DirectX12 objects by deleting the renderer.

◆ RenderFrame()

void CGame::RenderFrame ( )
private

Render the current animation frame. The renderer is notified of the start and end of the frame so that it can let Direct3D do its pipelining. Draw the background, the particles, the game objects, a win or lose text if appropriate, and the frame rate if required.