void AProjectTapGameMode::OnCameraFaded() { switch(lastReportedState) { case CustomGameState::GAME_STATE_GAME_OVER: Respawn(); break; case CustomGameState::GAME_STATE_WIN: LoadNextLevel(); } }
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; }