/**
 * Picture class.
 */
Game_Picture::Game_Picture(int ID) :
	data(Main_Data::game_data.pictures[ID - 1]),
	old_map_x(0),
	old_map_y(0),
	request(NULL)
{
	SetTransition(0);
}
Example #2
0
void game::LoadGameState::Update(math::Real elapsedTime)
{
	START_PROFILING_GAME(true, "");
	DELOCUST_LOG_GAME("LOAD game state updating");
	const auto gameManager = engine::GameManager::GetGameManager();
	m_loadingProgress = gameManager->GetLoadingProgress();
	// m_loadingProgress += 0.00022f;
	if (m_loadingProgress > REAL_ONE)
	{
		m_loadingProgress = REAL_ONE;
	}

	if (gameManager->IsGameLoaded())
	{
		NOTICE_LOG_GAME("The game is loaded");
		m_loadingThread->join();
		gameManager->SetTransition(new engine::game_state_transitioning::GameStateTransition(gameManager->GetPlayGameState(), engine::game_state_transitioning::SWITCH, engine::game_state_modality::EXCLUSIVE));
	}
	STOP_PROFILING_GAME("");
}