+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "game.h"
#include "debug.h"
using std::vector;
#include "entityCreator.h"
+#include "effectManager.h"
#include "GameStates/GameState.h"
#include "GameStates/Running.h"
#include "GameStates/Paused.h"
#include "GameStates/CreatingPolygon.h"
+
/// ***** Private Variables *****
// The stack of active game states
Paused* paused;
CreatingPolygon* creating_Polygon;
+// true if the top state requested itself to be poped
+bool pop_State;
+// pointer to a state wishing to be added
+GameState* push_State;
+
/// ***** Public Methods *****
-void gameInit()
+
+void game::init()
{
running = new Running();
paused = new Paused();
creating_Polygon = new CreatingPolygon();
+ pop_State = false;
+ push_State = NULL;
+
// create starting entities
creator::init();
active_States.push_back(running);
+ effect::init();
+
#ifdef DEBUGGING
cout << "World Created" << endl;
#endif
}
-void gameClean()
+void game::clean()
{
+ effect::clean();
+
creator::clean();
delete creating_Polygon;
delete running;
}
-void gameInput()
+void game::handleInput()
{
+ creator::handleInput();
+
+
+ if(running->pushMe())
+ push_State = running;
+
+ if(paused->pushMe())
+ push_State = paused;
+
+ if(creating_Polygon->pushMe())
+ push_State = creating_Polygon;
+
+
int last = active_States.size() -1;
for( int i = 0;
i <= last;
i++ )
{
if( i == last )
- active_States[i]->handleInput(true);
+ {
+ if(active_States[i]->popMe())
+ pop_State = true;
+ else
+ active_States[i]->handleInput(true);
+ }
else
active_States[i]->handleInput(false);
}
}
-void gameUpdate(float time_step)
+void game::update(float time_step)
{
+ if(push_State != NULL)
+ {
+ // don't want to pop and push same state, pop wins arbitrary
+ if(!pop_State)
+ active_States.push_back(push_State);
+
+ push_State = NULL;
+ }
+
+ if(pop_State)
+ {
+ active_States.pop_back();
+ pop_State = false;
+ }
+
int last = active_States.size() -1;
for( int i = 0;
i <= last;
}
}
-void gameDraw()
+void game::draw()
{
int last = active_States.size() -1;
for( int i = 0;