75 lines
1.8 KiB
C++
75 lines
1.8 KiB
C++
#ifndef _MODEL_H
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#define _MODEL_H
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#include "ModelBase.h"
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#include "AsteroidsEnums.h"
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namespace asteroids {
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class Model : public Engine::ModelBase {
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public:
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virtual ~Model() {};
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virtual void Process();
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int DoLoadLevel (const char* filename);
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int DoSaveLevel (const char* filename);
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bool OnLevelComplete();
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void SetGameState (const GameState &state) {
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mLastGameState = mGameState;
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mGameState = state;
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};
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GameState GetGameState () { return mGameState; };
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int GetPlayerLives () { return mPlayerLives; };
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float GetWorldWidth ();
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float GetWorldHeight ();
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protected:
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/** \brief Initializes the system */
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virtual int OnInit (int argc, char* argv[]);
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virtual void OnDestroy() {
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Engine::ModelBase::OnDestroy();
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mAsteroids.clear();
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delete mLevelCompleteEventHandler;
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};
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virtual void OnRegisterCommands ();
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virtual void OnCreateEntity (const int type, const unsigned int id);
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virtual void OnKillEntity (const Engine::EntityBase *entity);
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private:
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unsigned int InitLevelList ();
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/** \brief Keeps a list of all asteroids */
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std::vector<unsigned int> mAsteroids;
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GameState mGameState;
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GameState mLastGameState;
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int mPlayerLives;
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std::vector<std::string> mLevelList;
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unsigned int mCurrentLevelIndex;
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/* event handler class definitions */
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class LevelCompleteEventHandler : public Engine::EventListenerBase {
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public:
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explicit LevelCompleteEventHandler (Model *view) : mModel (view) {};
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virtual bool HandleEvent (const Engine::EventBasePtr &event) const {
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return mModel->OnLevelComplete();
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}
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private:
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LevelCompleteEventHandler() {};
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Model *mModel;
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};
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/* event handler member variables */
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LevelCompleteEventHandler *mLevelCompleteEventHandler;
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friend class View;
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};
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}
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#endif // _MODEL_H
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