The Stroop Test Game
Ian Parberry's "Introduction to Game Physics"
Static Protected Attributes | List of all members
CCommon Class Reference

The common variables class. More...

#include <Common.h>

Inheritance diagram for CCommon:
CGame CMyListener CObject CObjectManager CStroop CVectorField

Static Protected Attributes

static b2World * m_pPhysicsWorld = nullptr
 Pointer to Box2D Physics World.
 
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 CVectorFieldm_pVectorField = nullptr
 Pointer to a vector field.
 
static CBubbleEnginem_pBubbleEngine = nullptr
 Pointer to a bubble engine.
 
static bool m_bDrawVectors = false
 Do we draw the vector field?
 
static bool m_bDrawPressure = false
 Do we draw the pressures from the vector field?
 
static bool m_bDrawPoints = false
 Do we draw the points from the vector field?
 
static bool m_bDrawParticles = true
 Do we draw particles?
 
static eWordColor m_eCurColor = eWordColor::Black
 Color of the current word.
 
static bool m_bTried = false
 Whether the player has tried on the current word.
 
static UINT m_nWordCnt = INITIAL_WORDCOUNT
 Number of words.
 
static UINT m_nScore = 0
 Current score, can be negatice.
 
static UINT m_nDelivered = 0
 Number of words delivered.
 
static UINT m_nExcellent = 0
 Number of words scored as excellent.
 
static UINT m_nGood = 0
 Number of words scored as excellent.
 
static UINT m_nFair = 0
 Number of words scored as excellent.
 
static UINT m_nFailed = 0
 Number of words the player got wrong.
 
static UINT m_nMissed = 0
 Number of words the player did not attempt.
 
static eGameState m_eGameState = eGameState::Instructions
 Current game state.
 
static UINT m_nCntdownNum = 0
 The number we are displaying in the countdown.
 

Detailed Description

The common variables class.

CCommon is a singleton class that encapsulates things that are common to different game components, including game state variables. Making it a singleton class means that we can avoid passing its member variables around as parameters, which makes the code minisculely faster, and more importantly, reduces function clutter.