Top-down Shooter With Death
A Top-Down Shooter in Which Characters Die
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 ()
 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 LoadImages ()
 Load images. More...
 
void LoadSounds ()
 Load sounds. More...
 
void BeginGame ()
 Begin playing the game. More...
 
void KeyboardHandler ()
 The keyboard handler. More...
 
void ControllerHandler ()
 The controller handler. More...
 
void RenderFrame ()
 Render an animation frame. More...
 
void DrawFrameRateText ()
 Draw frame rate text to screen. More...
 
void DrawGodModeText ()
 Draw god mode text if in god mode. More...
 
void CreateObjects ()
 Create game objects. More...
 
void FollowCamera ()
 Make camera follow player character. More...
 
void ProcessGameState ()
 Process game state. More...
 

Private Attributes

bool m_bDrawFrameRate = false
 Draw the frame rate.
 
eGameState m_eGameState = eGameState::Playing
 Game state.
 

Additional Inherited Members

- Static Protected Attributes inherited from CCommon
static LSpriteRenderer * m_pRenderer = nullptr
 Pointer to renderer.
 
static CObjectManagerm_pObjectManager = nullptr
 Pointer to object manager.
 
static LParticleEngine2D * m_pParticleEngine = nullptr
 Pointer to particle engine.
 
static bool m_bGodMode = false
 God mode flag.
 
static Vector2 m_vWorldSize = Vector2::Zero
 World height and width.
 
static CPlayerm_pPlayer = nullptr
 Pointer to player character.
 

Detailed Description

The game class is the object-oriented implementation of the game. This class must contain the following public member functions. Initialize() does initialization and will be run exactly once at the start of the game. ProcessFrame() will be called once per frame to create and render the next animation frame. Release() will be called at game exit but before any destructors are run.

Constructor & Destructor Documentation

◆ ~CGame()

CGame::~CGame ( )

Delete the particle engine and the object manager. The renderer needs to be deleted before this destructor runs so it will be done elsewhere.

Member Function Documentation

◆ BeginGame()

void CGame::BeginGame ( )
private

Call this function to start a new game. This should be re-entrant so that you can restart a new game without having to shut down and restart the program. Clear the particle engine to get rid of any existing particles, delete any old objects out of the object manager and create some new ones.

◆ ControllerHandler()

void CGame::ControllerHandler ( )
private

Poll the XBox controller state and respond to the controls there.

◆ CreateObjects()

void CGame::CreateObjects ( )
private

Ask the object manager to create a player object and a turret object.

◆ DrawFrameRateText()

void CGame::DrawFrameRateText ( )
private

Draw the current frame rate to a hard-coded position in the window. The frame rate will be drawn in a hard-coded position using the font specified in gamesettings.xml.

◆ DrawGodModeText()

void CGame::DrawGodModeText ( )
private

Draw the god mode text to a hard-coded position in the window using the font specified in gamesettings.xml.

◆ FollowCamera()

void CGame::FollowCamera ( )
private

Make the camera follow the player, but don't let it get too close to the edge unless the world is smaller than the window, in which case we just center everything.

◆ Initialize()

void CGame::Initialize ( )

Create the renderer, the object manager, and the particle engine, 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 since the last frame.

◆ LoadImages()

void CGame::LoadImages ( )
private

Load the specific images needed for this game. This is where eSprite values from GameDefines.h get tied to the names of sprite tags in gamesettings.xml. Those sprite tags contain the name of the corresponding image file. If the image tag or the image file are missing, then the game should abort from deeper in the Engine code leaving you with an error message in a dialog box.

◆ LoadSounds()

void CGame::LoadSounds ( )
private

Initialize the audio player and load game sounds.

◆ ProcessFrame()

void CGame::ProcessFrame ( )

This function will be called regularly to process and render a frame of animation, which involves the following. Handle keyboard input. 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.
Move the game objects. Render a frame of animation.

◆ ProcessGameState()

void CGame::ProcessGameState ( )
private

Take action appropriate to the current game state. If the game is currently playing, then if the player has been killed or all turrets have been killed, then enter the wait state. If the game has been in the wait state for longer than 3 seconds, then restart the game.

◆ Release()

void CGame::Release ( )

Release all of the DirectX12 objects by deleting the renderer.

◆ RenderFrame()

void CGame::RenderFrame ( )
private

Ask the object manager to draw the game objects. The renderer is notified of the start and end of the frame so that it can let Direct3D do its pipelining jiggery-pokery.