refactored game
authorPatrik Gornicz <Gornicz.P@gmail.com>
Thu, 22 Jan 2009 01:27:30 +0000 (20:27 -0500)
committerPatrik Gornicz <Gornicz.P@gmail.com>
Thu, 22 Jan 2009 01:27:30 +0000 (20:27 -0500)
src/game.cpp

index 5098ed8..e8c37a2 100644 (file)
@@ -33,37 +33,35 @@ using std::vector;
 /// ***** Private Variables *****
 
 // The stack of active game states
-vector<GameState*> active_States;
+static vector<GameState*> 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<GameState*> s_possible_States;
 
 // true if the top state requested itself to be poped
-bool pop_State;
+static bool s_bPopState;
 // pointer to a state wishing to be added
-GameState* push_State;
+static GameState* s_pPushState;
 
 
 /// ***** Public Methods *****
 
 void game::init()
 {
-    running = new Running();
-    paused = new Paused();
-    creating_Polygon = new CreatingPolygon();
-
-    pop_State = false;
-    push_State = NULL;
+    s_bPopState = false;
+    s_pPushState = NULL;
 
     // create starting entities
     creator::init();
+    effect::init();
 
-    active_States.push_back(running);
+    Running* pRunning = new Running();
+    s_possible_States.push_back(pRunning);
+    s_possible_States.push_back(new Paused());
+    s_possible_States.push_back(new CreatingPolygon());
 
-    effect::init();
+    s_active_States.push_back(pRunning);
 
     DPF(0, "World Created");
 }
@@ -71,88 +69,85 @@ void game::init()
 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 game::handleInput()
 {
     creator::handleInput();
 
-    int last = active_States.size() -1;
+    int iLast = s_active_States.size() -1;
 
-    if(active_States[last] != running && running->pushMe())
+    for(unsigned int i=0; i < s_possible_States.size(); i++)
     {
-        push_State = running;
-    }
+        GameState* pState = s_possible_States[i];
 
-    if(active_States[last] != paused && paused->pushMe())
-    {
-        push_State = paused;
-    }
-
-    if(active_States[last] != creating_Polygon && creating_Polygon->pushMe())
-    {
-        push_State = creating_Polygon;
+        if(s_active_States[iLast] != pState && pState->pushMe())
+        {
+            s_pPushState = pState;
+        }
     }
 
 
     for( int i = 0;
-         i <= last;
+         i <= iLast;
          i++ )
     {
-        if( i == last )
+        if( i == iLast )
         {
-            if(active_States[i]->popMe())
-                pop_State = true;
+            if(s_active_States[i]->popMe())
+                s_bPopState = true;
             else
-                active_States[i]->handleInput(true);
+                s_active_States[i]->handleInput(true);
         }
         else
-            active_States[i]->handleInput(false);
+            s_active_States[i]->handleInput(false);
     }
 }
 
-void game::update(float time_step)
+void game::update(float fTimeStep)
 {
-    if(pop_State)
+    if(s_bPopState)
     {
-        active_States.pop_back();
-        pop_State = false;
+        s_active_States.pop_back();
+        s_bPopState = false;
     }
 
-    if(push_State != NULL)
+    if(s_pPushState != NULL)
     {
-        active_States.push_back(push_State);
-        push_State = NULL;
+        s_active_States.push_back(s_pPushState);
+        s_pPushState = NULL;
     }
 
-    int last = active_States.size() -1;
+    int iLast = s_active_States.size() -1;
     for( int i = 0;
-         i <= last;
+         i <= iLast;
          i++ )
     {
-        if( i == last )
-            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 game::draw()
 {
-    int last = active_States.size() -1;
+    int iLast = s_active_States.size() -1;
     for( int i = 0;
-         i <= last;
+         i <= iLast;
          i++ )
     {
-        if( i == last )
-            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);
     }
 }