int Game_Shutdown(void *parms, int num_parms) { // this function is where you shutdown your game and // release all resources that you allocated // first unacquire the mouse lpdimouse->Unacquire(); // now release the mouse lpdimouse->Release(); // release directinput lpdi->Release(); // unload the bitmap file Unload_Bitmap_File(&bitmap8bit); // delete all bobs and bitmaps Destroy_BOB(&buttons); Destroy_BOB(&pointer); Destroy_Bitmap(&cpanel); Destroy_Bitmap(&canvas); // shutdonw directdraw DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms) { // this function is where you shutdown your game and // release all resources that you allocated // shut everything down // kill all the bobs Destroy_BOB(&ship); Destroy_BOB(&black_hole); // shutdown directdraw last DDraw_Shutdown(); // now directsound DSound_Stop_All_Sounds(); DSound_Shutdown(); // shut down directinput DInput_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms) { // this function is where you shutdown your game and // release all resources that you allocated // shut everything down // release all your resources created for the game here.... // kill the reactor Destroy_Bitmap(&reactor); // kill skelaton Destroy_BOB(&skelaton); // now directsound DSound_Stop_All_Sounds(); DSound_Delete_All_Sounds(); DSound_Shutdown(); // directmusic DMusic_Delete_All_MIDI(); DMusic_Shutdown(); // shut down directinput DInput_Shutdown(); // shutdown directdraw last DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms, int num_parms) { // this function is where you shutdown your game and // release all resources that you allocated #ifdef USE_MULTITHREADING // kill all threads first // set global termination flag terminate_threads = 1; // wait for all threads to terminate, when all are terminated active_threads==0 while(active_threads); // at this point the threads should all be dead, so close handles CloseHandle(thread_handle); #endif // kill objects // only need to kill master BOB Destroy_BOB(&aliens[0]); // shutdown directdraw DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms, int num_parms) { // this function is where you shutdown your game and // release all resources that you allocated // kill the bug blaster Destroy_BOB(&blaster); // kill the mushroom maker for (int index=0; index<4; index++) Destroy_Bitmap(&mushrooms[index]); // kill the playfield bitmap Destroy_Bitmap(&playfield); // release joystick lpdijoy->Unacquire(); lpdijoy->Release(); lpdi->Release(); // shutdonw directdraw DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms) { // this function is where you shutdown your game and // release all resources that you allocated // shut everything down // kill all the bobs for (int index=0; index<NUM_BALLS; index++) Destroy_BOB(&balls[index]); // shutdown directdraw last DDraw_Shutdown(); // now directsound DSound_Stop_All_Sounds(); DSound_Shutdown(); // shut down directinput DInput_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms, int num_parms) { // this function is where you shutdown your game and // release all resources that you allocated // kill texture memory Destroy_BOB(&textures); // shutdonw directdraw DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms, int num_parms) { // this function is where you shutdown your game and // release all resources that you allocated // kill the reactor Destroy_Bitmap(&reactor); // kill skelaton Destroy_BOB(&skelaton); // release keyboard lpdikey->Unacquire(); lpdikey->Release(); lpdi->Release(); // shutdonw directdraw DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
int Game_Shutdown(void *parms) { // this function is where you shutdown your game and // release all resources that you allocated // shut everything down // release all your resources created for the game here.... // kill the bug blaster Destroy_BOB(&blaster); // kill the mushroom maker for (int index=0; index<4; index++) Destroy_Bitmap(&mushrooms[index]); // kill the playfield bitmap Destroy_Bitmap(&playfield); // now directsound DSound_Stop_All_Sounds(); DSound_Delete_All_Sounds(); DSound_Shutdown(); // directmusic DMusic_Delete_All_MIDI(); DMusic_Shutdown(); // shut down directinput DInput_Release_Keyboard(); DInput_Release_Joystick(); DInput_Shutdown(); // shutdown directdraw last DDraw_Shutdown(); // return success return(1); } // end Game_Shutdown
Block::~Block() { for( int i=0; i<MAX_SQUARES_PER_BLOCK; ++i ) Destroy_BOB(&(m_squares[i].m_bob)); }