void AProjectTapGameMode::OnCameraFaded()
{
    switch(lastReportedState)
    {
    case CustomGameState::GAME_STATE_GAME_OVER:
        Respawn();
        break;
    case CustomGameState::GAME_STATE_WIN:
        LoadNextLevel();
    }
}
Ejemplo n.º 2
0
bool LevelManager::Update(DWORD timeSinceLastFrame)
{
	//Updates huts and other level components (done strictly before updating enemies. 
	//This way new enemies spawned by the huts start updating right away)
	mCurrentLevel->Update(timeSinceLastFrame);

	//Check if player has killed all huts (Level completion)
	//load next level and reset player health and location
	if(mCurrentLevel->GetHutList().size() <= 0)
	{
		GAMEENGINE.GetPlayer()->GetSceneNode()->setPosition(0,GAMEENGINE.GetPlayer()->GetSceneNode()->getPosition().y,0);
		GAMEENGINE.GetPlayer()->ModifyHealth(GAMEENGINE.GetPlayer()->GetMaxHealth());
		LoadNextLevel();
	}

	return true;
}