10. 游戏状态

文章目录


我们进入一个游戏的时候, 通常会播放一段开场动画, 然后显示一个菜单界面. 动画(splash)稍微难一点, 我们先不做, 先看如何实现菜单.

资源

在这里插入图片描述在这里插入图片描述资源的加载还使交由TextureManager来完成即可.

状态机

为了便于管理资源和对象, 我们这里来使用有限状态机(Finite State Machine)来重写我们的程序. 首先我们创造一个抽象类, 然后以此为基础创建MenuState和PlayState. 如下

// GameState
#ifndef GAMESTATE_H_INCLUDED
#define GAMESTATE_H_INCLUDED

#include <string>

class GameState
{
public:
    virtual void update() = 0;
    virtual void render() = 0;

    virtual bool onEnter() = 0;
    virtual bool onExit() = 0;

    virtual std::string getStateID() const = 0;

    virtual ~GameState() {}
};

#endif // GAMESTATE_H_INCLUDED

// MenuState.h
#ifndef MENUSTATE_H_INCLUDED
#define MENUSTATE_H_INCLUDED

#include <iostream>
#include <vector>
#include "GameObject.h"
#include "GameState.h"

class MenuState : public GameState
{
public:
    virtual void update();
    virtual void render();

    virtual bool onEnter();
    virtual bool onExit();

    virtual std::string getStateID() const { return s_menuID; }

    virtual ~MenuState();
private:
    static const std::string s_menuID;
    std::vector<GameObject*> m_gameObjects;
};

#endif // MENUSTATE_H_INCLUDED

// GameStateMachine.h
#ifndef GAMESTATEMACHINE_H
#define GAMESTATEMACHINE_H

#include <vector>
#include "GameState.h"

class GameStateMachine
{
public:
    void pushState(GameState* pState);
    void changeState(GameState* pState);
    void popState();

    void update();
    void render();

    ~GameStateMachine();

private:
    std::vector<GameState*> m_gameStates;
};

#endif // GAMESTATEMACHINE_H

// GameStateMachine.cpp
#include <iostream>
#include "GameStateMachine.h"

GameStateMachine::~GameStateMachine()
{
    if (!m_gameStates.empty()) {
        delete m_gameStates.back();
        m_gameStates.pop_back();
    }
}

void GameStateMachine::pushState(GameState* pState)
{
    m_gameStates.push_back(pState);
    m_gameStates.back()->onEnter();
}

void GameStateMachine::changeState(GameState* pState)
{
    if (!m_gameStates.empty()) {
        if (m_gameStates.back()->getStateID() == pState->getStateID()) {
            return;
        }

        if (m_gameStates.back()->onExit()) {
            delete m_gameStates.back();
            m_gameStates.pop_back();
        }
    }

    m_gameStates.push_back(pState);
    m_gameStates.back()->onEnter();
}

void GameStateMachine::popState()
{
    if (!m_gameStates.empty()) {
        if (m_gameStates.back()->onExit()) {
            delete m_gameStates.back();
            m_gameStates.pop_back();
        }
    }
}

void GameStateMachine::update()
{
    if (!m_gameStates.empty()) {
        m_gameStates.back()->update();
    }
}

void GameStateMachine::render()
{
    if (!m_gameStates.empty()) {
        m_gameStates.back()->render();
    }
}

然后我们用GameStateMachine来统一管理所有的状态类. 相应的我们需要将原来Game.cpp中的代码用GameStateMachine的替换.

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