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gamestatemanager.cpp
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gamestatemanager.cpp
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/*
* gamestatemanager.cpp
*
* Created on: 2013-07-27
* Author: Liam
*/
#include "gamestatemanager.h"
#include "menu.h"
#include "level.h"
#include "level2.h"
#include "camera.h"
#include "editor.h"
#include "editorlevel.h"
state currentState;
state previousState;
state nextState;
void (*Load)();
void (*Initialize)();
void (*Update)();
void (*Draw)();
void (*Free)();
void (*Unload)();
void GSM_Init(state initState) {
currentState = initState;
nextState = initState;
previousState = initState;
}
void GSM_Update() {
switch(currentState) {
case Menu:
Load = &menuLoad;
Initialize = &menuInitialize;
Update = &menuUpdate;
Draw = &menuDraw;
Free = &menuFree;
Unload = &menuUnload;
break;
case Level:
Load = &levelLoad;
Initialize = &levelInitialize;
Update = &levelUpdate;
Draw = &levelDraw;
Free = &levelFree;
Unload = &levelUnload;
break;
case Level2:
Load = &level2Load;
Initialize = &level2Initialize;
Update = &level2Update;
Draw = &level2Draw;
Free = &level2Free;
Unload = &level2Unload;
break;
case Editor:
Load = &editorLoad;
Initialize = &editorInitialize;
Update = &editorUpdate;
Draw = &editorDraw;
Free = &editorFree;
Unload = &editorUnload;
break;
case EditorLevel:
Load = &edLevelLoad;
Initialize = &edLevelInitialize;
Update = &edLevelUpdate;
Draw = &edLevelDraw;
Free = &edLevelFree;
Unload = &edLevelUnload;
break;
case Restart:
break;
case Quit:
break;
}
}
void GSM_Pause() {
Entity *pauseMsg = createMessage("Game paused. Controls: P: resume, backspace: restart, Q: quit, S: save, L: load");
Draw();
gInputs.Key_P = false;
while(1) {
updateInput();
if (gInputs.Key_P) {
gInputs.Key_P = false;
break;
}
else if (gInputs.Key_Q) {
nextState = Quit;
break;
}
else if (gInputs.Backspace) {
nextState = Restart;
break;
}
else if (gInputs.Key_S) {
serializeEntities("savefile.txt");
break;
}
else if (gInputs.Key_L) {
deserializeEntities("savefile.txt");
break;
}
}
g_Entities.remove(*pauseMsg);
}
void GSM_PauseWithMsg(char *msg) {
Entity *pauseMsg = createMessage(msg);
Draw();
while(1) {
updateInput();
if (gInputs.Key_P)
break;
else if (gInputs.Key_Q) {
nextState = Quit;
break;
}
else if (gInputs.Backspace) {
nextState = Restart;
break;
}
}
g_Entities.remove(*pauseMsg);
}