print barcode label using vb.net 3: Rapid Game Development Using (Mostly) Standard C in Objective-C

Drawer Quick Response Code in Objective-C 3: Rapid Game Development Using (Mostly) Standard C

CHAPTER 3: Rapid Game Development Using (Mostly) Standard C
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Space Hike is turn-based and works around a small galaxy map of 25 25 squares. It always starts in map mode, with the player able to see a section of 9 9 squares and buttons for SCAN and Repair. If the player hits the SCAN button, you set the gScanActive flag variable, and the game draws the whole 25 25 square grid instead of just local space at the cost of a bit of the ship s battery power. Any screen tap clears gScanActive and puts the user back to normal mapviewing mode. When the player taps a map square, the Expendable s location is moved to that square, and you call the CheckNewLocation() function to see where you ve landed. This function checks to see whether you ve landed on a colony planet or space station, which would change you to the Alert state and display information on resupply (or not). It also checks to see whether you re now on the same square as a Mingon battle cruiser, switching to battle mode if that s the case. In battle mode game play is turn-based too. The player can fire lasers or more powerful missiles. Either will always hit, but missiles do twice as much damage. The primary game play is about resource management in that you have to destroy the enemy ship before your own armor or battery power runs out. If things aren t looking too good, there s also an emergency Whoop button to try to escape the battle to a random spot in space. Depending on which button the player presses, you process the battle (or escape), display the appropriate screen, and possibly change back to map mode or even set the game over state at the end of the battle. The only other mode is the Alert mode. This is set by various events in the game, such as landing on a colony planet or space station square, and drops back to map mode when the Continue button is hit. Figure 3-10 shows an in-game alert.
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Drawing and Handling the Game
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Because the renderScene function is roughly split into two sections, drawing and then responding to a button press, most of the code to handle each mode has two components as well.
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Figure 3-10. The Alert mode simply draws a panel with the alert text over the background screen.Drawing a Frame
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CHAPTER 3: Rapid Game Development Using (Mostly) Standard C
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The first part of renderScene draws the current frame, so the gGameMode variable is checked to see what background graphic to use from the three you use:
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GlColor4f(1,1,1,1); if(gGameMode == MODE_MAP && gScanActive != 0) { DrawSpriteAt(SPR_LONGRANGESCREEN,0,0); } else { if(gGameMode == MODE_BATTLE) { DrawSpriteAt(SPR_COMBATSCREEN,0,0); } else { DrawSpriteAt(SPR_VIEWSCREEN,0,0); } }
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As you can see, you just have three different sprites for the backgrounds, each of which covers the whole screen and clears it for the current frame s information to be drawn on top. Each is drawn for a different mode; Figure 3-11 shows what they look like.
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Figure 3-11. To clear the background, you simply draw a background sprite over the whole screen. Here are the three different background screens for Space Hike that are used: the main view, long-range scan view, and combat mode.
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With the background suitably cleared and drawn, you can process the game state and draw the information for the current mode.
CHAPTER 3: Rapid Game Development Using (Mostly) Standard C
First, the gGameOver variable is checked. If it s greater than 0, the game has ended. That s usually badly for the player!
if(gGameOver > 0) { gCombatPage = 0; glColor4f(1,1,1,1); switch(gGameOver) { case GO_WON: DrawSpriteAt(SPR_WIN,0,0); break; case GO_OUTOFPOWER: DrawSpriteAt(SPR_OUTOFPOWER,0,0); break; case GO_OUTOFSNACKS: DrawSpriteAt(SPR_OUTOFSNACKS,0,0); break; case GO_DEFEATED: DrawSpriteAt(SPR_LOST,0,0); break; } } else // gGameOver > 0 { ... handle the non game over game states here }
As with the background drawing, the game over state just uses graphic panels as sprites to display each game ending. If gGameOver is 0, the game drops into the else state, and you draw the actual game modes. If the user is in combat, the gCombatPage variable overrides the drawing and displays the results of the last shot. If not, the game does a switch based on gGameMode and draws the display and buttons for each mode.
if(gGameOver > 0) { .. game over state from above } else // gGameOver > 0 { if(gCombatPage > 0) { // display combat page for last shot DrawSpriteAt(SPR_COMBATSCREEN + gCombatPage,0,0); } else // gCombatPage > 0
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