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 *****
paused = new Paused();
creating_Polygon = new CreatingPolygon();
+ pop_State = false;
+ push_State = NULL;
+
// create starting entities
creator::init();
effect::init();
-#ifdef DEBUGGING
- cout << "World Created" << endl;
-#endif
+ DPF(0, "World Created");
}
void game::clean()
delete running;
}
-void game::input()
+void game::handleInput()
{
+ creator::handleInput();
+
int last = active_States.size() -1;
+
+ if(active_States[last] != running && running->pushMe())
+ {
+ push_State = running;
+ }
+
+ if(active_States[last] != paused && paused->pushMe())
+ {
+ push_State = paused;
+ }
+
+ if(active_States[last] != creating_Polygon && creating_Polygon->pushMe())
+ {
+ push_State = creating_Polygon;
+ }
+
+
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 game::update(float time_step)
{
+ if(pop_State)
+ {
+ active_States.pop_back();
+ pop_State = false;
+ }
+
+ if(push_State != NULL)
+ {
+ active_States.push_back(push_State);
+ push_State = NULL;
+ }
+
int last = active_States.size() -1;
for( int i = 0;
i <= last;