X-Git-Url: http://gitweb.pgornicz.com/gitweb.cgi?a=blobdiff_plain;f=src%2Fgame.cpp;h=000bdf4ccc9498d25d7175f5cbd4823ea4c4a3d0;hb=5e0713e5967be038b1b0cc5f0ffbd0180e3f7099;hp=32a9e0b968c51c5d8c2b00a537efd337162888d5;hpb=054d658f7ba8742cc1bc0a2f16d0f7e4a1499516;p=physics.git diff --git a/src/game.cpp b/src/game.cpp index 32a9e0b..000bdf4 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -1,92 +1,155 @@ -#include -using std::vector; +/* + * 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 . + */ #include "game.h" -#include "debug.h" +#include +using namespace bear; + +#include +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 -vector active_States; +static vector s_active_States; // Pointers to each possible game state -// inserted and removed from the active_States -Running* running; -Paused* paused; -CreatingPolygon* creating_Polygon; +// inserted and removed from the s_active_States +static vector s_possible_States; + +// true if the top state requested itself to be poped +static bool s_bPopState; +// pointer to a state wishing to be added +static GameState* s_pPushState; /// ***** Public Methods ***** -void gameInit() + +void game::init() { - running = new Running(); - paused = new Paused(); - creating_Polygon = new CreatingPolygon(); + s_bPopState = false; + s_pPushState = NULL; // create starting entities - creator::init(); + effect::init(); + + Running* pRunning = new Running(); + s_possible_States.push_back(pRunning); + s_possible_States.push_back(new Paused()); + s_possible_States.push_back(new CreatingPolygon()); -#ifdef DEBUGGING - cout << "World Created" << endl; -#endif + s_active_States.push_back(pRunning); + + DPF(0, "World Created"); } -void gameClean() +void game::clean() { + effect::clean(); creator::clean(); - delete creating_Polygon; - delete paused; - delete running; + for(unsigned int i=0; i < s_possible_States.size(); i++) + { + delete s_possible_States[i]; + } + s_possible_States.clear(); + s_active_States.clear(); } -void gameInput() +void game::handleInput() { - int size = active_States.size(); + creator::handleInput(); + + int iLast = s_active_States.size() -1; + + for(unsigned int i=0; i < s_possible_States.size(); i++) + { + GameState* pState = s_possible_States[i]; + + if(s_active_States[iLast] != pState && pState->pushMe()) + { + s_pPushState = pState; + } + } + + for( int i = 0; - i < size; + i <= iLast; i++ ) { - if( i-1 == size ) - active_States[i]->handleInput(true); + if( i == iLast ) + { + if(s_active_States[i]->popMe()) + s_bPopState = true; + else + s_active_States[i]->handleInput(true); + } else - active_States[i]->handleInput(false); + s_active_States[i]->handleInput(false); } - } -void gameUpdate(float time_step) +void game::update(float fTimeStep) { - int size = active_States.size(); + if(s_bPopState) + { + s_active_States.pop_back(); + s_bPopState = false; + } + + if(s_pPushState != NULL) + { + s_active_States.push_back(s_pPushState); + s_pPushState = NULL; + } + + int iLast = s_active_States.size() -1; for( int i = 0; - i < size; + i <= iLast; i++ ) { - if( i-1 == size ) - active_States[i]->update(time_step, true); + if( i == iLast ) + s_active_States[i]->update(fTimeStep, true); else - active_States[i]->update(time_step, false); + s_active_States[i]->update(fTimeStep, false); } } -void gameDraw() +void game::draw() { - int size = active_States.size(); + int iLast = s_active_States.size() -1; for( int i = 0; - i < size; + i <= iLast; i++ ) { - if( i-1 == size ) - active_States[i]->draw(true); + if( i == iLast ) + s_active_States[i]->draw(true); else - active_States[i]->draw(false); + s_active_States[i]->draw(false); } }