Example #1
0
void Game_destroy(void* context) {
	CANCEL_IF_FALSE(context);
	Game* this = context;
	Hourglass_destroy(this->hourglass);
	Player_destroy(this->leftPlayer);
	Player_destroy(this->rightPlayer);
	// lua propbaby kills everything
	/* wtf is wrong with this too much headache to fix
	for (int i=0; i < PLAYER_COUNT; ++i) {
		Player_destroy(this->players[i]);
	}
	free(this->players);
	*/
	free(this);
}
Example #2
0
File: Game.c Project: Nehmulos/ld31
void Game_destroy(void* context) {
    CANCEL_IF_FALSE(context);
    Game* this = context;

    Player_destroy(this->player);
    // important: must be after player destroy, since player calls respawn on destroy,
    // TODO this will change though when destroy will be preceeded by a death event
    Scene_destroy(this->scene);

    // lua propbaby kills everything
    /* wtf is wrong with this too much headache to fix
    for (int i=0; i < PLAYER_COUNT; ++i) {
        Player_destroy(this->players[i]);
    }
    free(this->players);
    */
    free(this);
}
Example #3
0
void InGame_destroy(InGame* self)
{
	//Destroy everything
	if(self->map != NULL)
		Map_destroy(self->map);
	if(self->player != NULL)
		Player_destroy((Drawable*)(self->player));
	if(self->scoreLabel != NULL)
		Text_destroy((Drawable*)(self->scoreLabel));
	if(self->timeLabel != NULL)
		Text_destroy((Drawable*)(self->timeLabel));
	if(self->gameOver != NULL)
		Text_destroy((Drawable*)(self->gameOver));
	if(self->winLabel != NULL)
		Text_destroy((Drawable*)(self->winLabel));
	if(self->lifeText)
		Text_destroy((Drawable*)(self->lifeText));
	free(self);
}
Example #4
0
void NBody_destroy(NBody* self) {
    if (self == NULL) {
        return;
    }

    if (self->star_texture != 0) {
        glDeleteTextures(1, &self->star_texture);
        self->star_texture = 0;
    }

    if (self->player != NULL) {
        Player_destroy(self->player);
        self->player = NULL;
    }

    if (self->window != NULL) {
        Window_destroy(self->window);
        self->window = NULL;
    }

    free(self);
}