refactored game
[physics.git] / src / game.cpp
... / ...
CommitLineData
1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#include "game.h"
19#include "debug.h"
20
21#include <vector>
22using std::vector;
23
24#include "entityCreator.h"
25#include "effectManager.h"
26
27#include "GameStates/GameState.h"
28#include "GameStates/Running.h"
29#include "GameStates/Paused.h"
30#include "GameStates/CreatingPolygon.h"
31
32
33/// ***** Private Variables *****
34
35// The stack of active game states
36static vector<GameState*> s_active_States;
37
38// Pointers to each possible game state
39// inserted and removed from the s_active_States
40static vector<GameState*> s_possible_States;
41
42// true if the top state requested itself to be poped
43static bool s_bPopState;
44// pointer to a state wishing to be added
45static GameState* s_pPushState;
46
47
48/// ***** Public Methods *****
49
50void game::init()
51{
52 s_bPopState = false;
53 s_pPushState = NULL;
54
55 // create starting entities
56 creator::init();
57 effect::init();
58
59 Running* pRunning = new Running();
60 s_possible_States.push_back(pRunning);
61 s_possible_States.push_back(new Paused());
62 s_possible_States.push_back(new CreatingPolygon());
63
64 s_active_States.push_back(pRunning);
65
66 DPF(0, "World Created");
67}
68
69void game::clean()
70{
71 effect::clean();
72 creator::clean();
73
74 for(unsigned int i=0; i < s_possible_States.size(); i++)
75 {
76 delete s_possible_States[i];
77 }
78 s_possible_States.clear();
79 s_active_States.clear();
80}
81
82void game::handleInput()
83{
84 creator::handleInput();
85
86 int iLast = s_active_States.size() -1;
87
88 for(unsigned int i=0; i < s_possible_States.size(); i++)
89 {
90 GameState* pState = s_possible_States[i];
91
92 if(s_active_States[iLast] != pState && pState->pushMe())
93 {
94 s_pPushState = pState;
95 }
96 }
97
98
99 for( int i = 0;
100 i <= iLast;
101 i++ )
102 {
103 if( i == iLast )
104 {
105 if(s_active_States[i]->popMe())
106 s_bPopState = true;
107 else
108 s_active_States[i]->handleInput(true);
109 }
110 else
111 s_active_States[i]->handleInput(false);
112 }
113}
114
115void game::update(float fTimeStep)
116{
117 if(s_bPopState)
118 {
119 s_active_States.pop_back();
120 s_bPopState = false;
121 }
122
123 if(s_pPushState != NULL)
124 {
125 s_active_States.push_back(s_pPushState);
126 s_pPushState = NULL;
127 }
128
129 int iLast = s_active_States.size() -1;
130 for( int i = 0;
131 i <= iLast;
132 i++ )
133 {
134 if( i == iLast )
135 s_active_States[i]->update(fTimeStep, true);
136 else
137 s_active_States[i]->update(fTimeStep, false);
138 }
139}
140
141void game::draw()
142{
143 int iLast = s_active_States.size() -1;
144 for( int i = 0;
145 i <= iLast;
146 i++ )
147 {
148 if( i == iLast )
149 s_active_States[i]->draw(true);
150 else
151 s_active_States[i]->draw(false);
152 }
153}