Beispiel #1
0
void Shutdown()
{
  CLog *pLog = CLog::Instance();
  CAudioManager *pAudio = CAudioManager::Instance();
  pLog->Log("************ Shutting Down ************");
	// Properly shut down the current game object first
	g_pCurrent->deactivate();
	delete g_pStatePlay;
  delete g_pStateMain;
  delete g_pStateIntro;
  delete g_pStateHistory;
  delete g_pStateReload;
  delete g_pStateCredits;
  delete g_pStateSelect;
  delete g_pStateAwards;
  delete g_pStateWin;
  delete g_pStateLose;
  delete g_pStateStatus;
  delete g_pStateChart;
  delete g_pStateControl;
  delete g_pStateEnd;
  delete g_pStateScope;
  delete g_pStateSonar;
  delete g_pStateFireControl;
  delete g_pStateRadar;

  pLog->Log("Game state pointers deleted!");
  pAudio->KillAll();
  ::ShowCursor(false);
	//::Sleep(2000);
	//::ShowCursor(true); //turn mouse cursor back on
	pLog->Log("Audio sounds are all killed!");
	pLog->Log("*************************************");
	pLog->Log("Program ended!");
	pLog->Log("*************************************");

	// Kill the main window
	DestroyWindow( g_hWnd );
	g_hWnd = NULL;
}
Beispiel #2
0
void cGameStateChart::deactivate(){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();
  //g_Audio.KillAll();
}
void CGameStateHelp::Deactivate(CGameData &data){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();

}
void CGameStatePlay2::Deactivate(){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();

  
}
void cGameStateFireControl::deactivate(){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();
  //g_Audio.KillAll();
}
void cGameStateEditor::deactivate(){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();
//  Delete<psys::PSystem*>( Gun );
  
}
Beispiel #7
0
void cGameStateIntro::deactivate(){
  CAudioManager *pAudio = CAudioManager::Instance();
  pAudio->KillAll();
  
}