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uRooms.pas
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121 lines (99 loc) · 2.18 KB
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//* Àâòîð [Xakep] *//
unit uRooms;
interface
uses
GLScene, uInterfaces, uOde, Dialogs;
type
TRoomStep = procedure (DeltaTime: Double);
TRoom = class
public
ID: Integer;
Name: String;
Step: TRoomStep;
end;
TRoomsManager = class
Rooms: array of TRoom;
PanelsManager: TPanelsManager;
ODEManager: TODEManager;
//Player: TPlayer;
Scene: TGLScene;
Count: Integer;
CurrentRoom: Integer;
function AddRoom: TRoom;
function Room(Name: String): TRoom;
procedure NextRoom;
procedure PrevRoom;
procedure GoToRoom(id: String);
procedure Step(deltaTime: Double);
constructor Create;
procedure ClearScene(Scene: TGLScene);
end;
implementation
//* TRoomManager *//
//
procedure TRoomsManager.ClearScene(Scene: TGLScene);
Var
i,j,n: Integer;
begin
for i:= 0 to Scene.Objects.Count - 1 do
for j:= 0 to Scene.Objects.Count - 1 do
if Scene.Objects[j].Tag <> 999 then
Scene.Objects[j].Destroy;
{Player.vx1:= 0;
Player.vy1:= 0;
Player.vx2:= 0;
Player.vy2:= 0;}
n:= OdeManager.Count - 1;
for i:= 1 to n do
if OdeManager.Objs[i].Tag <> 999 then
begin
OdeManager.Objs[i].Destroy;
OdeManager.Count:= OdeManager.Count - 1;
end;
//OdeManager.Count:= 1;
PanelsManager.Clear;
end;
function TRoomsManager.AddRoom: TRoom;
begin
SetLength(Rooms,Count + 1);
Rooms[Count]:= TRoom.Create;
Rooms[Count].ID:= Count;
Result:= Rooms[Count];
Count:= Count + 1;
end;
constructor TRoomsManager.Create;
begin
Count:= 0;
CurrentRoom:= 0;
end;
procedure TRoomsManager.GoToRoom(id: String);
begin
PanelsManager.Clear;
ClearScene(Scene);
CurrentRoom:= Room(id).ID;
end;
procedure TRoomsManager.NextRoom;
begin
PanelsManager.Clear;
ClearScene(Scene);
CurrentRoom:= CurrentRoom + 1;
end;
procedure TRoomsManager.PrevRoom;
begin
PanelsManager.Clear;
ClearScene(Scene);
CurrentRoom:= CurrentRoom - 1;
end;
function TRoomsManager.Room(Name: String): TRoom;
Var
i: Integer;
begin
Result:= nil;
for i:= 0 to Count - 1 do
if Rooms[i].Name = Name then Result:= Rooms[i];
end;
procedure TRoomsManager.Step(DeltaTime: Double);
begin
Rooms[CurrentRoom].Step(DeltaTime);
end;
end.