void GameStateMgrUpdate()
{
	if ((gGameStateCurr == GS_RESTART) || (gGameStateCurr == GS_QUIT))
		return;

	switch (gGameStateCurr)
	{
	case GS_PLAY:
		GameStateLoad	= GameStatePlayLoad;
		GameStateInit	= GameStatePlayInit;
		GameStateUpdate	= GameStatePlayUpdate;
		GameStateDraw	= GameStatePlayDraw;
		GameStateFree	= GameStatePlayFree;
		GameStateUnload	= GameStatePlayUnload;
		break;

	case GS_SINGLE:
		GameStateLoad	= GameStateSingleLoad;
		GameStateInit	= GameStateSingleInit;
		GameStateUpdate	= GameStateSingleUpdate;
		GameStateDraw	= GameStateSingleDraw;
		GameStateFree	= GameStateSingleFree;
		GameStateUnload	= GameStateSingleUnload;
		break;


	case GS_MENU:
		GameStateLoad	= GameStateMenuLoad;
		GameStateInit	= GameStateMenuInit;
		GameStateUpdate	= GameStateMenuUpdate;
		GameStateDraw	= GameStateMenuDraw;
		GameStateFree	= GameStateMenuFree;
		GameStateUnload	= GameStateMenuUnload;
		break;

	case GS_RESULT:
		GameStateLoad	= GameStateResultLoad;
		GameStateInit	= GameStateResultInit;
		GameStateUpdate	= GameStateResultUpdate;
		GameStateDraw	= GameStateResultDraw;
		GameStateFree	= GameStateResultFree;
		GameStateUnload	= GameStateResultUnload;
		break;

	default:
		AE_FATAL_ERROR("invalid state!!");
	}
}
Example #2
0
void GameStateMgrUpdate()
{
	if ((gGameStateCurr == GS_RESTART) || (gGameStateCurr == GS_QUIT))
		return;

	switch (gGameStateCurr)
	{
	case GS_PLATFORMER:
		GameStateLoad	= GameStatePlatformLoad;
		GameStateInit	= GameStatePlatformInit;
		GameStateUpdate	= GameStatePlatformUpdate;
		GameStateDraw	= GameStatePlatformDraw;
		GameStateFree	= GameStatePlatformFree;
		GameStateUnload	= GameStatePlatformUnload;
		break;
	default:
		AE_FATAL_ERROR("invalid state!!");
	}
}
Example #3
0
void GameStateMgrUpdate()
{
	if ((gGameStateCurr == RESTART) || (gGameStateCurr == QUIT))
		return;

	switch (gGameStateCurr)
	{
	case LEVEL_1:
		GameStateLoad = GameStateAsteroidsLoad;
		GameStateInit = GameStateAsteroidsInit;
		GameStateUpdate = GameStateAsteroidsUpdate;
		GameStateDraw = GameStateAsteroidsDraw;
		GameStateFree = GameStateAsteroidsFree;
		GameStateUnload = GameStateAsteroidsUnload;
		break;

	default:
		AE_FATAL_ERROR("invalid state!!");
	}
}