added GPL copyrights
[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
36vector<GameState*> active_States;
37
38// Pointers to each possible game state
39// inserted and removed from the active_States
40Running* running;
41Paused* paused;
42CreatingPolygon* creating_Polygon;
43
44
45/// ***** Public Methods *****
46
47void game::init()
48{
49 running = new Running();
50 paused = new Paused();
51 creating_Polygon = new CreatingPolygon();
52
53 // create starting entities
54 creator::init();
55
56 active_States.push_back(running);
57
58 effect::init();
59
60#ifdef DEBUGGING
61 cout << "World Created" << endl;
62#endif
63}
64
65void game::clean()
66{
67 effect::clean();
68
69 creator::clean();
70
71 delete creating_Polygon;
72 delete paused;
73 delete running;
74}
75
76void game::input()
77{
78 int last = active_States.size() -1;
79 for( int i = 0;
80 i <= last;
81 i++ )
82 {
83 if( i == last )
84 active_States[i]->handleInput(true);
85 else
86 active_States[i]->handleInput(false);
87 }
88}
89
90void game::update(float time_step)
91{
92 int last = active_States.size() -1;
93 for( int i = 0;
94 i <= last;
95 i++ )
96 {
97 if( i == last )
98 active_States[i]->update(time_step, true);
99 else
100 active_States[i]->update(time_step, false);
101 }
102}
103
104void game::draw()
105{
106 int last = active_States.size() -1;
107 for( int i = 0;
108 i <= last;
109 i++ )
110 {
111 if( i == last )
112 active_States[i]->draw(true);
113 else
114 active_States[i]->draw(false);
115 }
116}