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- class idGameLaserDuckWindow;
- class LaserDuckEntity {
- public:
- const idMaterial * material;
- idStr materialName;
- float width, height;
- bool visible;
- idVec4 entColor;
- idVec2 position;
- float rotation;
- float rotationSpeed;
- idVec2 velocity;
- bool fadeIn;
- bool fadeOut;
- idGameLaserDuckWindow * game;
-
- public:
- LaserDuckEntity(idGameLaserDuckWindow* _game);
- virtual ~LaserDuckEntity();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile, idGameLaserDuckWindow* _game );
- void SetMaterial(const char* name);
- void SetSize( float _width, float _height );
- void SetVisible( bool isVisible );
- virtual void Update( float timeslice );
- virtual void Draw(idDeviceContext *dc);
- private:
- };
- class idGameLaserDuckWindow : public idWindow {
- public:
- idGameLaserDuckWindow(idUserInterfaceLocal *gui);
- idGameLaserDuckWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
- ~idGameLaserDuckWindow();
- virtual void WriteToSaveGame( idFile *savefile );
- virtual void ReadFromSaveGame( idFile *savefile );
- virtual const char* HandleEvent(const sysEvent_t *event, bool *updateVisuals);
- virtual void PostParse();
- virtual void Draw(int time, float x, float y);
- virtual const char* Activate(bool activate);
- virtual idWinVar * GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
- private:
- void CommonInit();
- void ResetGameState();
-
- void UpdateButtons();
- void UpdateGame();
- virtual bool ParseInternalVar(const char *name, idParser *src);
- private:
- idWinBool gamerunning;
- idWinBool onNewGame;
-
- idList<LaserDuckEntity*> entities;
- LaserDuckEntity *duck;
- };
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