28 #ifndef __GAME_BUSTOUT_WINDOW_H__
29 #define __GAME_BUSTOUT_WINDOW_H__
65 void SetSize(
float _width,
float _height );
69 virtual void Update(
float timeslice,
int guiTime );
97 BOBrick(
BOEntity *_ent,
float _x,
float _y,
float _width,
float _height );
109 #define BOARD_ROWS 12
122 virtual void Draw(
int time,
float x,
float y);
123 virtual const char*
Activate(
bool activate);
186 #endif //__GAME_BUSTOUT_WINDOW_H__
virtual void ReadFromSaveGame(idFile *savefile, idGameBustOutWindow *game)
idList< BOBrick * > board[BOARD_ROWS]
virtual const char * Activate(bool activate)
virtual void WriteToSaveGame(idFile *savefile)
virtual void Draw(int time, float x, float y)
virtual void ReadFromSaveGame(idFile *savefile)
virtual bool ParseInternalVar(const char *name, idParser *src)
void SetVisible(bool isVisible)
idList< BOEntity * > balls
virtual void Draw(idDeviceContext *dc)
void SetColor(idVec4 bcolor)
virtual void WriteToSaveGame(idFile *savefile)
void SetMaterial(const char *name)
virtual void WriteToSaveGame(idFile *savefile)
virtual void ReadFromSaveGame(idFile *savefile, idGameBustOutWindow *_game)
idList< BOEntity * > powerUps
GLubyte GLubyte GLubyte a
idList< BOEntity * > entities
const idMaterial * material
collideDir_t checkCollision(idVec2 pos, idVec2 vel)
void SetColor(float r, float g, float b, float a)
idGameBustOutWindow * game
GLdouble GLdouble GLdouble r
idUserInterfaceLocal * gui
void SetSize(float _width, float _height)
idGameBustOutWindow(idUserInterfaceLocal *gui)
BOEntity(idGameBustOutWindow *_game)
virtual idWinVar * GetWinVarByName(const char *_name, bool winLookup=false, drawWin_t **owner=NULL)
BOEntity * CreatePowerup(BOBrick *brick)
virtual void Update(float timeslice, int guiTime)
BOEntity * CreateNewBall()
virtual const char * HandleEvent(const sysEvent_t *event, bool *updateVisuals)