Building the Game


The construction of the Space Out game is similar to that of the other games you've developed throughout the book. However, Space Out is slightly more involved simply because it is a more complete game. The next few sections guide you through the development of the game's code and resources.

Writing the Game Code

Although the development of all the previous games in the book began with the header file for the game, Space Out is a little different in that it relies on a custom sprite class. For this reason, the code for the Space Out game begins with the header for this custom sprite class, AlienSprite , which is shown in Listing 21.1.

Listing 21.1 The AlienSprite.h Header File Declares the AlienSprite Class, Which Is Derived from Sprite
 1: #pragma once  2:  3: //-----------------------------------------------------------------  4: // Include Files  5: //-----------------------------------------------------------------  6: #include <windows.h>  7: #include "Sprite.h"  8:  9: //----------------------------------------------------------------- 10: // AlienSprite Class 11: //----------------------------------------------------------------- 12: class AlienSprite : public Sprite 13: { 14: public: 15:   // Constructor(s)/Destructor 16:           AlienSprite(Bitmap* pBitmap, RECT& rcBounds, 17:             BOUNDSACTION baBoundsAction = BA_STOP); 18:   virtual ~AlienSprite(); 19: 20:   // General Methods 21:   virtual SPRITEACTION  Update(); 22:   virtual Sprite*       AddSprite(); 23: }; 

The AlienSprite class is not very complex at all, as the listing hopefully reveals. It's important to notice that AlienSprite derives from Sprite (line 12), and declares a constructor and destructor (lines 16 “18). More importantly, however, are the two methods in the Sprite class that AlienSprite overrides , Update() and AddSprite() (lines 21 and 22). These two methods are critical to providing the AlienSprite class with its own unique functionality separate from the Sprite class. In case you're wondering exactly what this functionality is, let me explain.

If you recall from earlier in the hour , one of the problems in the game engine was that it didn't allow a sprite to create another sprite on its own. You added code to the game engine, including a method called AddSprite() in the Sprite class, to allow for this task to be carried out by sprites . However, the version of the AddSprite() method in the Sprite class doesn't do anything ”it's up to derived Sprite classes to create their own sprites. The AlienSprite class is an example of one of these derived classes that overrides the AddSprite() method to do something useful.

Before you get to the AlienSprite::AddSprite() method, however, let's take a quick look at some external global variables that are required of the AlienSprite class:

 extern Bitmap* _pBlobboBitmap; extern Bitmap* _pBMissileBitmap; extern Bitmap* _pJellyBitmap; extern Bitmap* _pJMissileBitmap; extern Bitmap* _pTimmyBitmap; extern Bitmap* _pTMissileBitmap; extern int     _iDifficulty; 

These global variables are part of the main Space Out game code, and are included in the file SpaceOut.h, which you see in a moment. They must be declared externally in the AlienSprite code because the code references the global variables. Listing 21.2 contains the code for the AlienSprite::AddSprite() method, which makes use of the external global variables to determine what kind of missile sprite to add.

Listing 21.2 The AlienSprite::AddSprite() Method Adds a Missile Sprite Based on the Alien That Is Firing It
 1: Sprite* AlienSprite::AddSprite()  2: {  3:   // Create a new missile sprite  4:   RECT    rcBounds = { 0, 0, 640, 410 };  5:   RECT    rcPos = GetPosition();  6:   Sprite* pSprite = NULL;  7:   if (GetBitmap() == _pBlobboBitmap)  8:   {  9:     // Blobbo missile 10:     pSprite = new Sprite(_pBMissileBitmap, rcBounds, BA_DIE); 11:     pSprite->SetVelocity(0, 7); 12:   } 13:   else if (GetBitmap() == _pJellyBitmap) 14:   { 15:     // Jelly missile 16:     pSprite = new Sprite(_pJMissileBitmap, rcBounds, BA_DIE); 17:     pSprite->SetVelocity(0, 5); 18:   } 19:   else 20:   { 21:     // Timmy missile 22:     pSprite = new Sprite(_pTMissileBitmap, rcBounds, BA_DIE); 23:     pSprite->SetVelocity(0, 3); 24:   } 25: 26:   // Set the missile sprite's position and return it 27:   pSprite->SetPosition(rcPos.left + (GetWidth() / 2), rcPos.bottom); 28:   return pSprite; 29: } 

The purpose of this AddSprite() method is to allow an alien sprite to create a missile sprite. The important thing to notice in the AddSprite() method is that it fires a different kind of missile for each different kind of alien. To determine what kind of alien is firing the missile, the method checks the bitmap image for the sprite (lines 7, 13, and 19). A missile sprite is then created based on which alien is firing the missile (lines 10, 11, 16, 17, 22, and 23). Finally, the new missile sprite's position is set so that it appears just below the alien (line 27), and the sprite is returned from the method so that it can be added to the sprite list in the game engine (line 28).

You might have noticed earlier in the AlienSprite class that the Update() method is also overridden. Listing 21.3 contains the code for the AlienSprite::Update() method, which handles randomly setting the SA_ADDSPRITE sprite action for the aliens .

Listing 21.3 The AlienSprite::Update() Method Randomly Sets the SA_SPRITEACTION Sprite Action so That the Aliens Fire Missiles
 1: SPRITEACTION AlienSprite::Update()  2: {  3:   // Call the base sprite Update() method  4:   SPRITEACTION saSpriteAction;  5:   saSpriteAction = Sprite::Update();  6:  7:   // See if the alien should fire a missile  8:   if ((rand() % (_iDifficulty / 2)) == 0)  9:     saSpriteAction = SA_ADDSPRITE; 10: 11:   return saSpriteAction; 12: } 

The most important line of code in this method is line 5, which calls the base class Update() method so that the sprite is properly updated. The method then uses the _iDifficulty global variable as the basis for randomly setting the SA_SPRITEACTION sprite action (lines 8 and 9), which results in the alien firing a missile. This works because the SA_SPRITEACTION sprite action causes the AlienSprite::AddSprite() method to get called, which creates a new missile sprite and adds it to the game engine.

That wraps up the code for the AlienSprite class, which is a crucial component of the Space Out game. The core of the Space Out game is laid out in the SpaceOut.h header file, which is responsible for declaring the global variables used throughout the game (Listing 21.4).

Listing 21.4 The SpaceOut.h Header File Declares Global Variables That Are Used to Manage the Game
 1: #pragma once  2:  3: //-----------------------------------------------------------------  4: // Include Files  5: //-----------------------------------------------------------------  6: #include <windows.h>  7: #include "Resource.h"  8: #include "GameEngine.h"  9: #include "Bitmap.h" 10: #include "Sprite.h" 11: #include "Background.h" 12: #include "AlienSprite.h" 13: 14: //----------------------------------------------------------------- 15: // Global Variables 16: //----------------------------------------------------------------- 17: HINSTANCE         _hInstance; 18: GameEngine*       _pGame; 19: HDC               _hOffscreenDC; 20: HBITMAP           _hOffscreenBitmap; 21: Bitmap*           _pDesertBitmap; 22: Bitmap*           _pCarBitmap; 23: Bitmap*           _pSmCarBitmap; 24: Bitmap*           _pMissileBitmap; 25: Bitmap*           _pBlobboBitmap; 26: Bitmap*           _pBMissileBitmap; 27: Bitmap*           _pJellyBitmap; 28: Bitmap*           _pJMissileBitmap; 29: Bitmap*           _pTimmyBitmap; 30: Bitmap*           _pTMissileBitmap; 31: Bitmap*           _pSmExplosionBitmap; 32: Bitmap*           _pLgExplosionBitmap; 33: Bitmap*           _pGameOverBitmap; 34: StarryBackground* _pBackground; 35: Sprite*           _pCarSprite; 36: int               _iFireInputDelay; 37: int               _iNumLives, _iScore, _iDifficulty; 38: BOOL              _bGameOver; 39: 40: //----------------------------------------------------------------- 41: // Function Declarations 42: //----------------------------------------------------------------- 43: void NewGame(); 44: void AddAlien(); 

The listing shows that the global variables for the Space Out game largely consist of the different bitmaps used throughout the game. The starry background for the game is declared after the bitmaps (line 34), followed by the car sprite that represents the player (line 35). Member variables storing the number of remaining lives, the score, and the difficulty level are then declared (line 37), followed by the familiar game over Boolean variable (line 38).

Similar to the Meteor Defense game in Hour 19, the Space Out game also relies on a couple of support functions. The first of these, NewGame() , is important because it is used to set up and start a new game (line 43). Unlike the GameStart() function, which performs initialization tasks such as loading bitmaps, the NewGame() function handles starting a new game once everything else is in place. The AddAlien() function is used to simplify the task of adding alien sprites to the game (line 44). You find out more about how these functions work a little later in the hour.

The primary setup code for the game takes place in the familiar GameStart() function, which is shown in Listing 21.5.

Listing 21.5 The GameStart() Function Initializes the Bitmaps and Background for the Game, and Calls the NewGame() Function
 1: void GameStart(HWND hWindow)  2: {  3:   // Seed the random number generator  4:   srand(GetTickCount());  5:  6:   // Create the offscreen device context and bitmap  7:   _hOffscreenDC = CreateCompatibleDC(GetDC(hWindow));  8:   _hOffscreenBitmap = CreateCompatibleBitmap(GetDC(hWindow),  9:     _pGame->GetWidth(), _pGame->GetHeight()); 10:   SelectObject(_hOffscreenDC, _hOffscreenBitmap); 11: 12:   // Create and load the bitmaps 13:   HDC hDC = GetDC(hWindow); 14:   _pDesertBitmap = new Bitmap(hDC, IDB_DESERT, _hInstance); 15:   _pCarBitmap = new Bitmap(hDC, IDB_CAR, _hInstance); 16:   _pSmCarBitmap = new Bitmap(hDC, IDB_SMCAR, _hInstance); 17:   _pMissileBitmap = new Bitmap(hDC, IDB_MISSILE, _hInstance); 18:   _pBlobboBitmap = new Bitmap(hDC, IDB_BLOBBO, _hInstance); 19:   _pBMissileBitmap = new Bitmap(hDC, IDB_BMISSILE, _hInstance); 20:   _pJellyBitmap = new Bitmap(hDC, IDB_JELLY, _hInstance); 21:   _pJMissileBitmap = new Bitmap(hDC, IDB_JMISSILE, _hInstance); 22:   _pTimmyBitmap = new Bitmap(hDC, IDB_TIMMY, _hInstance); 23:   _pTMissileBitmap = new Bitmap(hDC, IDB_TMISSILE, _hInstance); 24:   _pSmExplosionBitmap = new Bitmap(hDC, IDB_SMEXPLOSION, _hInstance); 25:   _pLgExplosionBitmap = new Bitmap(hDC, IDB_LGEXPLOSION, _hInstance); 26:   _pGameOverBitmap = new Bitmap(hDC, IDB_GAMEOVER, _hInstance); 27: 28:   // Create the starry background 29:   _pBackground = new StarryBackground(600, 450); 30: 31:   // Play the background music 32:   _pGame->PlayMIDISong(TEXT("Music.mid")); 33: 34:   // Start the game 35:   NewGame(); 36: } 

After the GameStart() function finishes loading the bitmaps for the game (lines 14 “26) and creating the starry background (line 29), it starts playing the background music (line 32). The function then finishes up by calling the NewGame() function to start a new game (line 35). The GameEnd() function cleans up after the GameStart() function, and is called whenever the user exits the game. Since you've seen cleanup code for several games already, let's skip the details of how this GameEnd() function works.

The game screen in the Space Out game is painted by the GamePaint() function, which is shown in Listing 21.6.

Listing 21.6 The GamePaint() Function Draws the Background, the Desert Ground Bitmap, the Sprites, the Score, and the Game Over Message
 1: void GamePaint(HDC hDC)  2: {  3:   // Draw the background  4:   _pBackground->Draw(hDC);  5:  6:   // Draw the desert bitmap  7:   _pDesertBitmap->Draw(hDC, 0, 371);  8:  9:   // Draw the sprites 10:   _pGame->DrawSprites(hDC); 11: 12:   // Draw the score 13:   TCHAR szText[64]; 14:   RECT  rect = { 460, 0, 510, 30 }; 15:   wsprintf(szText, "%d", _iScore); 16:   SetBkMode(hDC, TRANSPARENT); 17:   SetTextColor(hDC, RGB(255, 255, 255)); 18:   DrawText(hDC, szText, -1, &rect, DT_SINGLELINE  DT_RIGHT  DT_VCENTER); 19: 20:   // Draw the number of remaining lives (cars) 21:   for (int i = 0; i < _iNumLives; i++) 22:     _pSmCarBitmap->Draw(hDC, 520 + (_pSmCarBitmap->GetWidth() * i), 23:       10, TRUE); 24: 25:   // Draw the game over message, if necessary 26:   if (_bGameOver) 27:     _pGameOverBitmap->Draw(hDC, 190, 149, TRUE); 28: } 

The GamePaint() function takes care of drawing all graphics for the Space Out game. The function begins by drawing the starry background (line 4), followed by the desert ground image (line 7). The sprites are then drawn (line 10), followed by the score (lines 13 “18). The number of remaining lives, which are represented by small car images, are drawn in the upper-right corner of the screen just right of the score (lines 21 “23). Finally, the function finishes up by drawing the game over image, if necessary (lines 21 “27).

The GameCycle() function works hand-in-hand with the GamePaint() function to update the game's sprites and reflect the changes onscreen. Listing 21.7 shows the code for the GameCycle() function.

Listing 21.7 The GameCycle() Function Randomly Adds New Aliens to the Game
 1: void GameCycle()  2: {  3:   if (!_bGameOver)  4:   {  5:     // Randomly add aliens  6:     if ((rand() % _iDifficulty) == 0)  7:       AddAlien();  8:  9:     // Update the background 10:     _pBackground->Update(); 11: 12:     // Update the sprites 13:     _pGame->UpdateSprites(); 14: 15:     // Obtain a device context for repainting the game 16:     HWND  hWindow = _pGame->GetWindow(); 17:     HDC   hDC = GetDC(hWindow); 18: 19:     // Paint the game to the offscreen device context 20:     GamePaint(_hOffscreenDC); 21: 22:     // Blit the offscreen bitmap to the game screen 23:     BitBlt(hDC, 0, 0, _pGame->GetWidth(), _pGame->GetHeight(), 24:       _hOffscreenDC, 0, 0, SRCCOPY); 25: 26:     // Cleanup 27:     ReleaseDC(hWindow, hDC); 28:   } 29: } 

Aside from the standard GameCycle() code that you're already accustomed to seeing, this function doesn't add much additional code. The new code involves randomly adding new aliens, which is accomplished by calling the AddAlien() function after using the difficulty level to randomly determine if an alien should be added (lines 6 “7).

With the alien sprites squared away, you still have to contend with how the user is going to control the car sprite. This is accomplished via a keyboard interface using the HandleKeys() function, which is shown in Listing 21.8.

Listing 21.8 The HandleKeys() Function Allows the User to Control the Car Sprite Using Keys on the Keyboard
 1: void HandleKeys()  2: {  3:   if (!_bGameOver)  4:   {  5:     // Move the car based upon left/right key presses  6:     POINT ptVelocity = _pCarSprite->GetVelocity();  7:     if (GetAsyncKeyState(VK_LEFT) < 0)  8:     {  9:       // Move left 10:       ptVelocity.x = max(ptVelocity.x - 1, -4); 11:       _pCarSprite->SetVelocity(ptVelocity); 12:     } 13:     else if (GetAsyncKeyState(VK_RIGHT) < 0) 14:     { 15:       // Move right 16:       ptVelocity.x = min(ptVelocity.x + 2, 6); 17:       _pCarSprite->SetVelocity(ptVelocity); 18:     } 19: 20:     // Fire missiles based upon spacebar presses 21:     if ((++_iFireInputDelay > 6) && GetAsyncKeyState(VK_SPACE) < 0) 22:     { 23:       // Create a new missile sprite 24:       RECT  rcBounds = { 0, 0, 600, 450 }; 25:       RECT  rcPos = _pCarSprite->GetPosition(); 26:       Sprite* pSprite = new Sprite(_pMissileBitmap, rcBounds, BA_DIE); 27:       pSprite->SetPosition(rcPos.left + 15, 400); 28:       pSprite->SetVelocity(0, -7); 29:       _pGame->AddSprite(pSprite); 30: 31:       // Play the missile (fire) sound 32:       PlaySound((LPCSTR)IDW_MISSILE, _hInstance, SND_ASYNC  33:         SND_RESOURCE  SND_NOSTOP); 34: 35:       // Reset the input delay 36:       _iFireInputDelay = 0; 37:     } 38:   } 39: 40:   // Start a new game based upon an Enter (Return) key press 41:   if (_bGameOver && (GetAsyncKeyState(VK_RETURN) < 0)) 42:     // Start a new game 43:     NewGame(); 44: } 

The HandleKeys() function looks to see if any of four keys are being pressed. Following are the meanings of these keys in the context of the Space Out game:

  • Left arrow ” Move the car left

  • Right arrow ” Move the car right

  • Space ” Fire a missile

  • Enter (Return) ” Start a new game (if the game is over)

By knowing the meanings of these keys, the code in the HandleKeys() function hopefully makes a bit more sense. The function begins by making sure that the game isn't over (line 3), and then proceeds to check on the status of each of the three keys that have relevance to the game play; the fourth key (Enter) only applies to a game that is over. If the left arrow key is pressed, the HandleKeys() function alters the car sprite's velocity so that it moves more to the left (lines 10 and 11). On the other hand, if the right arrow key is pressed, the car sprite's velocity is set so that it moves more to the right (lines 16 and 17). One interesting thing to note about this code is that the car is capable of moving faster to the right than it is to the left, which is because the car is aiming to the right. In other words, it can't go as fast in reverse as it can moving forward, which adds a little realism to the game.

Firing missiles is initiated by the user pressing the Space key (Spacebar), but it only takes place if the fire input delay has been triggered (line 21). The net effect of the fire input delay is to slow down the firing of missiles so that the player can't go crazy with a barrage of missiles; the game would be too easy if you could fire at that rate. To actually fire a missile, a missile sprite is created and set to a position just above the car sprite, which makes the missile appear to originate from the car (lines 24 “29). A sound effect is also played to indicate that the missile was fired (lines 32 and 33).

The last section of code in the HandleKeys() function starts a new game in response to the user pressing the Enter (Return) key. The _bGameOver variable is checked to make sure that the game is over (line 41), and the NewGame() function is called to start the new game (line 43).

Another important function in the Space Out game is the SpriteCollision() function, which is called in response to sprites colliding (Listing 21.9).

Listing 21.9 The SpriteCollision() Function Responds to Collisions Between Missiles, Aliens, and the Car Sprite
 1: BOOL SpriteCollision(Sprite* pSpriteHitter, Sprite* pSpriteHittee)  2: {  3:   // See if a player missile and an alien have collided  4:   Bitmap* pHitter = pSpriteHitter->GetBitmap();  5:   Bitmap* pHittee = pSpriteHittee->GetBitmap();  6:   if ((pHitter == _pMissileBitmap && (pHittee == _pBlobboBitmap   7:     pHittee == _pJellyBitmap  pHittee == _pTimmyBitmap))   8:     (pHittee == _pMissileBitmap && (pHitter == _pBlobboBitmap   9:     pHitter == _pJellyBitmap  pHitter == _pTimmyBitmap))) 10:   { 11:     // Play the small explosion sound 12:     PlaySound((LPCSTR)IDW_LGEXPLODE, _hInstance, SND_ASYNC  13:       SND_RESOURCE); 14: 15:     // Kill both sprites 16:     pSpriteHitter->Kill(); 17:     pSpriteHittee->Kill(); 18: 19:     // Create a large explosion sprite at the alien's position 20:     RECT rcBounds = { 0, 0, 600, 450 }; 21:     RECT rcPos; 22:     if (pHitter == _pMissileBitmap) 23:       rcPos = pSpriteHittee->GetPosition(); 24:     else 25:       rcPos = pSpriteHitter->GetPosition(); 26:     Sprite* pSprite = new Sprite(_pLgExplosionBitmap, rcBounds); 27:     pSprite->SetNumFrames(8, TRUE); 28:     pSprite->SetPosition(rcPos.left, rcPos.top); 29:     _pGame->AddSprite(pSprite); 30: 31:     // Update the score 32:     _iScore += 25; 33:     _iDifficulty = max(80 - (_iScore / 20), 20); 34:   } 35: 36:   // See if an alien missile has collided with the car 37:   if ((pHitter == _pCarBitmap && (pHittee == _pBMissileBitmap  38:     pHittee == _pJMissileBitmap  pHittee == _pTMissileBitmap))  39:     (pHittee == _pCarBitmap && (pHitter == _pBMissileBitmap  40:     pHitter == _pJMissileBitmap  pHitter == _pTMissileBitmap))) 41:   { 42:     // Play the large explosion sound 43:     PlaySound((LPCSTR)IDW_LGEXPLODE, _hInstance, SND_ASYNC  44:       SND_RESOURCE); 45: 46:     // Kill the missile sprite 47:     if (pHitter == _pCarBitmap) 48:       pSpriteHittee->Kill(); 49:     else 50:       pSpriteHitter->Kill(); 51: 52:     // Create a large explosion sprite at the car's position 53:     RECT rcBounds = { 0, 0, 600, 480 }; 54:     RECT rcPos; 55:     if (pHitter == _pCarBitmap) 56:       rcPos = pSpriteHitter->GetPosition(); 57:     else 58:       rcPos = pSpriteHittee->GetPosition(); 59:     Sprite* pSprite = new Sprite(_pLgExplosionBitmap, rcBounds); 60:     pSprite->SetNumFrames(8, TRUE); 61:     pSprite->SetPosition(rcPos.left, rcPos.top); 62:     _pGame->AddSprite(pSprite); 63: 64:     // Move the car back to the start 65:     _pCarSprite->SetPosition(300, 405); 66: 67:     // See if the game is over 68:     if (--_iNumLives == 0) 69:     { 70:       // Play the game over sound 71:       PlaySound((LPCSTR)IDW_GAMEOVER, _hInstance, SND_ASYNC  72:         SND_RESOURCE); 73:       _bGameOver = TRUE; 74:     } 75:   } 76: 77:   return FALSE; 78: } 

The SpriteCollision() function is undoubtedly the heftiest function in the Space Out game, and for good reason: The collisions between the sprites in the game completely control the play of the game. The function begins by checking for a collision between a player missile and an alien (lines 6 “9). If the collision occurred, the SpriteCollision() function plays a small explosion sound (lines 12 and 13), kills both sprites (lines 16 and 17), and creates a large explosion sprite at the alien's position (lines 20 “29). The score is also increased to reward the player for taking out an alien (line 32). Of course, this also means that the difficulty level is recalculated to factor in the new score (line 33).

The other collision detected in the SpriteCollision() function is between an alien missile and the car sprite (lines 37 “40). If this collision takes place, a large explosion sound is played (lines 43 and 44) and the missile sprite is killed (lines 47 “50). A large explosion sprite is then created at the car's position (lines 53 “62). The car sprite is then moved back to its starting position (line 65).

The last section of the SpriteCollision() function checks the number of lives to see if the game is over (line 68). If so, a game over sound is played and the _bGameOver variable is set to TRUE (lines 71 “73).

Another important sprite- related function in the Space Out game is the SpriteDying() function, which is called whenever a sprite is being destroyed. In the case of Space Out, this function is used to create a small explosion sprite any time an alien missile sprite is destroyed . Listing 21.10 shows how this function works.

Listing 21.10 The SpriteDying() Function Creates a Small Explosion Whenever an Alien Missile Sprite Is Destroyed
 1: void SpriteDying(Sprite* pSprite)  2: {  3:   // See if an alien missile sprite is dying  4:   if (pSprite->GetBitmap() == _pBMissileBitmap   5:     pSprite->GetBitmap() == _pJMissileBitmap   6:     pSprite->GetBitmap() == _pTMissileBitmap)  7:   {  8:     // Play the small explosion sound  9:     PlaySound((LPCSTR)IDW_SMEXPLODE, _hInstance, SND_ASYNC  10:       SND_RESOURCE  SND_NOSTOP); 11: 12:     // Create a small explosion sprite at the missile's position 13:     RECT rcBounds = { 0, 0, 600, 450 }; 14:     RECT rcPos = pSprite->GetPosition(); 15:     Sprite* pSprite = new Sprite(_pSmExplosionBitmap, rcBounds); 16:     pSprite->SetNumFrames(8, TRUE); 17:     pSprite->SetPosition(rcPos.left, rcPos.top); 18:     _pGame->AddSprite(pSprite); 19:   } 20: } 

The function begins by checking to see if the dying sprite is an alien missile (lines 4 “6). If so, a small explosion sound is played (lines 9 and 10), and a small explosion sprite is created (lines 13 “18).

The last two functions in the Space Out game are support functions that are completely unique to the game. The first one is NewGame() , which performs the steps necessary to start a new game (Listing 21.11).

Listing 21.11 The NewGame() Function Gets Everything Ready for a New Game
 1: void NewGame()  2: {  3:   // Clear the sprites  4:   _pGame->CleanupSprites();  5:  6:   // Create the car sprite  7:   RECT rcBounds = { 0, 0, 600, 450 };  8:   _pCarSprite = new Sprite(_pCarBitmap, rcBounds, BA_WRAP);  9:   _pCarSprite->SetPosition(300, 405); 10:   _pGame->AddSprite(_pCarSprite); 11: 12:   // Initialize the game variables 13:   _iFireInputDelay = 0; 14:   _iScore = 0; 15:   _iNumLives = 3; 16:   _iDifficulty = 80; 17:   _bGameOver = FALSE; 18: 19:   // Play the background music 20:   _pGame->PlayMIDISong(); 21: } 

The NewGame() function begins by clearing the sprite list (line 4), which is necessary because you aren't certain what sprites have been left over from the previous game. The car sprite is then created (lines 7 “10), and the global game variables are set (lines 13 “17). The function then finishes by starting the background music (line 20).

The AddAlien() function is shown in Listing 21.12, and its job is to add a new alien to the game at a random location.

Listing 21.12 The AddAlien() Function Adds a New Alien at a Random Position
 1: void AddAlien()  2: {  3:   // Create a new random alien sprite  4:   RECT          rcBounds = { 0, 0, 600, 410 };  5:   AlienSprite*  pSprite;  6:   switch(rand() % 3)  7:   {  8:   case 0:  9:     // Blobbo 10:     pSprite = new AlienSprite(_pBlobboBitmap, rcBounds, BA_BOUNCE); 11:     pSprite->SetNumFrames(8); 12:     pSprite->SetPosition(((rand() % 2) == 0) ? 0 : 600, rand() % 370); 13:     pSprite->SetVelocity((rand() % 7) - 2, (rand() % 7) - 2); 14:     break; 15:   case 1: 16:     // Jelly 17:     pSprite = new AlienSprite(_pJellyBitmap, rcBounds, BA_BOUNCE); 18:     pSprite->SetNumFrames(8); 19:     pSprite->SetPosition(rand() % 600, rand() % 370); 20:     pSprite->SetVelocity((rand() % 5) - 2, (rand() % 5) + 3); 21:     break; 22:   case 2: 23:     // Timmy 24:     pSprite = new AlienSprite(_pTimmyBitmap, rcBounds, BA_WRAP); 25:     pSprite->SetNumFrames(8); 26:     pSprite->SetPosition(rand() % 600, rand() % 370); 27:     pSprite->SetVelocity((rand() % 7) + 3, 0); 28:     break; 29:   } 30: 31:   // Add the alien sprite 32:   _pGame->AddSprite(pSprite); 33: } 

The AddAlien() function adds a new alien to the game, which can be one of three types: Blobbo, Jelly, or Timmy. The code for the creation of each type of alien is similar, but each alien has slightly different characteristics. For example, Blobbo is capable of moving around fairly rapidly in any direction, but he bounces off the edges of the game screen (lines 12 and 13). Jelly also bounces off the screen edges (line 17), but his velocity is set differently so that he tends to move much more vertically than Blobbo (line 20). Finally, Timmy moves entirely horizontally (line 27), and is allowed to wrap off the screen from right to left (line 24). The AddAlien() function ends by adding the new alien sprite to the game engine (line 32).

You're probably relieved to find out that this wraps up the code for the Space Out game, which means that you're ready to put the resources together and take the game for a test spin.



Sams Teach Yourself Game Programming in 24 Hours
Sams Teach Yourself Game Programming in 24 Hours
ISBN: 067232461X
EAN: 2147483647
Year: 2002
Pages: 271

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