170 lines
2.6 KiB
C++
170 lines
2.6 KiB
C++
#include "..\e2dbase.h"
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#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
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#include "..\e2dcollider.h"
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e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game::Game()
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: _ended(false)
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, _paused(false)
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, _config(nullptr)
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{
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CoInitialize(nullptr);
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}
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e2d::Game::~Game()
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{
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GC::release(_config);
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CoUninitialize();
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}
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e2d::Game * e2d::Game::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) Game;
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return _instance;
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}
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void e2d::Game::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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void e2d::Game::start(bool cleanup)
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{
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auto gc = GC::getInstance();
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auto input = Input::getInstance();
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auto window = Window::getInstance();
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auto renderer = Renderer::getInstance();
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auto actionManager = ActionManager::getInstance();
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// 初始化场景管理器
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SceneManager::__init();
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// 显示窗口
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::ShowWindow(window->getHWnd(), SW_SHOWNORMAL);
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// 刷新窗口内容
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::UpdateWindow(window->getHWnd());
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// 处理窗口消息
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window->__poll();
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// 初始化计时
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Time::__init();
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_ended = false;
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while (!_ended)
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{
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// 处理窗口消息
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window->__poll();
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// 刷新时间
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Time::__updateNow();
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// 判断是否达到了刷新状态
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if (Time::__isReady())
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{
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// 更新配置
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if (_config && _config->_unconfigured)
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{
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_config->_update();
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}
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input->__update(); // 获取用户输入
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Timer::__update(); // 更新定时器
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actionManager->__update(); // 更新动作管理器
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SceneManager::__update(); // 更新场景内容
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renderer->__render(); // 渲染游戏画面
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Time::__updateLast(); // 刷新时间信息
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}
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else
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{
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Time::__sleep(); // 挂起线程
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gc->__update(); // 刷新内存池
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}
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}
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_ended = true;
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if (cleanup)
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{
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Game::cleanup();
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}
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}
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void e2d::Game::pause()
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{
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_paused = true;
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}
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void e2d::Game::resume()
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{
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if (_paused)
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{
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Game::reset();
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}
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_paused = false;
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}
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void e2d::Game::reset()
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{
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if (!_ended)
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{
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Time::__reset();
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ActionManager::getInstance()->__resetAll();
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Timer::__resetAll();
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}
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}
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bool e2d::Game::isPaused()
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{
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return _paused;
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}
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void e2d::Game::setConfig(Config * config)
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{
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if (_config != config && config)
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{
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GC::release(_config);
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_config = config;
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_config->_unconfigured = true;
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GC::retain(_config);
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}
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}
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e2d::Config * e2d::Game::getConfig()
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{
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if (!_config)
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{
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_config = Create<Config>();
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GC::retain(_config);
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}
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return _config;
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}
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void e2d::Game::quit()
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{
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_ended = true; // 这个变量将控制游戏是否结束
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}
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void e2d::Game::cleanup()
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{
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// 删除所有场景
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SceneManager::__uninit();
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// 删除输入监听器
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Input::__clearListeners();
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// 删除碰撞监听器
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Collision::__clearListeners();
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// 清空图片缓存
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Image::clearCache();
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// 清空定时器
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Timer::__uninit();
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// 删除所有对象
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GC::getInstance()->clear();
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}
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