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
/// ***** Public Methods *****
-void gameInit()
+
+void game::init()
{
running = new Running();
paused = new Paused();
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::input()
{
int last = active_States.size() -1;
for( int i = 0;
}
}
-void gameUpdate(float time_step)
+void game::update(float time_step)
{
int last = active_States.size() -1;
for( int i = 0;
}
}
-void gameDraw()
+void game::draw()
{
int last = active_States.size() -1;
for( int i = 0;