bool LevelManager::GetTypeInitialize()
{
	bool result;

	//Release the Current menu
	if(m_pCurrent)
	{
		m_pCurrent.reset();
		m_pCurrent = 0;
	}

	//Initialize the New Level using the Level State
	switch(e_levelType)
	{
	case MENU: result = InitializeMainMenu(); break;
	case EDITOR: result = InitializeEditor(); break;
	case LEVEL: result = InitializeLevel<Level>(m_pBundle->GetLevel(), m_pBundle->GetContinue()); break;
	case CUSTOM: result = InitializeLevel<Level>(m_levelPath); break;
	}
	if(!result)
		return false;

	return true;
}
Example #2
0
bool GameInitialize()
{
   if(!InitializeMainMenu()) return false;

   return true;
}