Ejemplo n.º 1
0
void Deathmatch::init()
{
  LoadingScreen load("CaveArenaMode");
  load.updateValues(0);

  initializePlayers();

  load.updateValues(50);

  initializeLevel();

  load.updateValues(75);

  gameCore->resetCamera(1280.0f);

  Collider::getInstance()->setLevelLength(1280);
  Collider::getInstance()->setGameMode(gameCore->getCurrentGameMode());

  inGameMenu = new Image::MenuSelection();
  inGameMenu->setNewIdGameState(MainStates::STATE_ARENA_MODE);
  
  load.updateValues(100);
}
Ejemplo n.º 2
0
void Game::step(Server & s)
{
	switch (mState)
	{
	case Game::State::Waiting:// players clicked "ready" from lobby
		if (playersAreReady())
		{
			sf::Packet * packet = new sf::Packet;
			*packet << Sv::LoadGame;
			pushPacket(nullptr, packet, true);
			
			unreadyPlayers(); //unready them so they can be ready to receive map data
			std::cout << "Game is starting!" << std::endl;
			mState = Game::State::Loading;
		}
		break;
	case Game::State::Loading:
		if (playersAreReady())
		{
			std::string mapName = getRandomMap();
			mGameWorld.loadMap(mapName);
			
			initializePlayers();
			mState = Game::State::Playing;

		}

		break;
	case Game::State::Playing:
		mGameWorld.step(*this, s.TimeStep.asSeconds());
		break;
	case Game::State::Ended:
		break;
	default:
		break;
	}
}