Magic_Game/core/Base/Game.cpp

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#include "..\e2dbase.h"
#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
#include "..\e2dcollider.h"
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e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game::Game()
: _ended(false)
, _paused(false)
, _initialized(false)
{
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CoInitialize(nullptr);
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}
e2d::Game::~Game()
{
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CoUninitialize();
}
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e2d::Game * e2d::Game::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) Game;
return _instance;
}
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void e2d::Game::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
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void e2d::Game::start(bool cleanup)
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{
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if (!_initialized)
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{
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throw Exception(L"<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>Ϸǰδ<EFBFBD><EFBFBD><EFBFBD>г<EFBFBD>ʼ<EFBFBD><EFBFBD>");
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}
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auto gc = GC::getInstance();
auto input = Input::getInstance();
auto window = Window::getInstance();
auto renderer = Renderer::getInstance();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager::__init();
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// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
::ShowWindow(window->getHWnd(), SW_SHOWNORMAL);
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// ˢ<>´<EFBFBD><C2B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
::UpdateWindow(window->getHWnd());
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
window->__poll();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>ʱ
Time::__init();
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_ended = false;
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while (!_ended)
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{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
window->__poll();
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// ˢ<><CBA2>ʱ<EFBFBD><CAB1>
Time::__updateNow();
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// <20>ж<EFBFBD><D0B6>Ƿ<EFBFBD><C7B7><EFBFBD><EFB5BD>ˢ<EFBFBD><CBA2>״̬
if (Time::__isReady())
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{
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input->__update(); // <20><>ȡ<EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
Timer::__update(); // <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
ActionManager::__update(); // <20><><EFBFBD><EFBFBD><C2B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager::__update(); // <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
renderer->__render(); // <20><>Ⱦ<EFBFBD><C8BE>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
Time::__updateLast(); // ˢ<><CBA2>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
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}
else
{
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Time::__sleep(); // <20><><EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD>
gc->__update(); // ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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}
}
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_ended = true;
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if (cleanup)
{
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Game::cleanup();
}
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}
void e2d::Game::pause()
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{
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_paused = true;
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}
void e2d::Game::resume()
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{
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if (_initialized && _paused)
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{
Game::reset();
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}
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_paused = false;
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}
void e2d::Game::reset()
{
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if (_initialized && !_ended)
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{
Time::__reset();
ActionManager::__resetAll();
Timer::__resetAll();
}
}
bool e2d::Game::isPaused()
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{
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return _paused;
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}
void e2d::Game::quit()
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{
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_ended = true; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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}
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void e2d::Game::cleanup()
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{
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// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><D0B3><EFBFBD>
SceneManager::__uninit();
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Input::__clearListeners();
// ɾ<><C9BE><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Collision::__clearListeners();
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// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionManager::__uninit();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
Image::clearCache();
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// <20><><EFBFBD>ն<EFBFBD>ʱ<EFBFBD><CAB1>
Timer::__uninit();
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
GC::getInstance()->clear();
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}