gameplay理解
Camera视角:确定显示的视场及视角。
Game:显示的基类。静态单例模式。但是获取方式很奇怪。
Game::getInstance得到的是__gameInstance,但是__gameInstance是在Game()构造函数里=this。因此如果没有Game的实例,this就是NULL。
然而使用时,编写继承自Game的子类,如HomuraGame,并且声明HomuraGame的全局变量,这样在加载该so时子类的实例就会创建,同时Game也就会创建。而后调用时Game::getInstance就能得到Game的指针。
这也意味着同一时间只能存在一个Game的实例进行操作。
1 Game::Game() 2 : _initialized(false), _state(UNINITIALIZED), _pausedCount(0), 3 _frameLastFPS(0), _frameCount(0), _frameRate(0), _width(0), _height(0), 4 _clearDepth(1.0f), _clearStencil(0), _properties(NULL), 5 _animationController(NULL), _audioController(NULL), 6 _physicsController(NULL), _aiController(NULL), _audioListener(NULL), 7 _timeEvents(NULL), _scriptController(NULL), _scriptTarget(NULL) 8 { 9 GP_ASSERT(__gameInstance == NULL); 10 11 __gameInstance = this; 12 _timeEvents = new std::priority_queue<TimeEvent, std::vector<TimeEvent>, std::less<TimeEvent> >(); 13 } 14 15 Game::~Game() 16 { 17 SAFE_DELETE(_scriptTarget); 18 SAFE_DELETE(_scriptController); 19 20 // Do not call any virtual functions from the destructor. 21 // Finalization is done from outside this class. 22 SAFE_DELETE(_timeEvents); 23 #ifdef GP_USE_MEM_LEAK_DETECTION 24 Ref::printLeaks(); 25 printMemoryLeaks(); 26 #endif 27 28 __gameInstance = NULL; 29 } 30 31 Game* Game::getInstance() 32 { 33 GP_ASSERT(__gameInstance); 34 return __gameInstance; 35 }
1 /** 2 * Constructor. 3 */ 4 Game(); 5 6 /** 7 * Destructor. 8 */ 9 virtual ~Game(); 10 11 /** 12 * Gets the single instance of the game. 13 * 14 * @return The single instance of the game. 15 */ 16 static Game* getInstance();
1 #define DISPATCH_EVENT(dispatch, count, eventName, ...) { \ 2 for (int i = 0; i < count; i++) { \ 3 EXECUTE_FUNCTION(dispatch[i], eventName, __VA_ARGS__); \ 4 } \ 5 } 6 7 HomuraGame game; 8 9 HomuraGame::HomuraGame() : mParticleIndex(3), mGraphicsIndex(1), pFont(NULL) { 10 memset(pParticle, 0, MAX_HOMURA_SIZE * sizeof(Homura*)); 11 memset(pGraphics, 0, MAX_HOMURA_SIZE * sizeof(Homura*)); 12 memset(pPhysical, 0, MAX_HOMURA_SIZE * sizeof(Homura*)); 13 }
而后Game的子类中实现了update和render方法,openGL中每次更新都会调用Game的frame方法,而frame方法会调用update及render方法,从而对动画进行更新。
1 class HomuraGame : public Game { 2 public: 3 HomuraGame(); 4 5 /** 6 * @see Game::initialize 7 */ 8 void initialize(); 9 10 /** 11 * @see Game::finalize 12 */ 13 void finalize(); 14 15 /** 16 * @see Game::update 17 */ 18 void update(float elapsedTime); 19 20 /** 21 * @see Game::render 22 */ 23 void render(float elapsedTime); 24 25 void resizeEvent(unsigned int width, unsigned int height); 26 27 void keyEvent(Keyboard::KeyEvent evt, int key); 28 29 void touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex); 30 31 bool mouseEvent(Mouse::MouseEvent evt, int x, int y, int wheelDelta); 32 33 static HomuraGame* getInstance();
联系方式:emhhbmdfbGlhbmcxOTkxQDEyNi5jb20=