Example #1
0
void Minigame::NewGame() {
	GameState = Minigame::WAITING;
	Level = 0;
	lmState = 0;

	SetupEnv();
	NewMap();
}
Example #2
0
/**
 * @brief    File manager thread
 * @param    "void *arg"
 * @retval    -1: fail ; 0: success
 */
void *FileMngThread(void *arg)
{
    int ret;
    ret = SetupEnv();
    if (ret == 0)
    {
        /* Processing all messages that was sent to file manager */
        ret = FileMsgThread();
        CleanupFileEnv(NO_ERROR);
    }
    return (void*)ret;
}
Example #3
0
Minigame::Minigame() {
	GameState = Minigame::WAITING;
	Level = 0;
	lmState = 0;

	SetupEnv();
	NewMap();

	// Load default textures
	Engine()->GetGlDevice()->LoadTexture("ball.bmp", "ball", false);
	Engine()->GetGlDevice()->LoadTexture("hole.bmp", "hole", false);
	Engine()->GetGlDevice()->LoadTexture("block.bmp", "block", false);
	Engine()->GetGlDevice()->LoadTexture("you_suck.bmp", "you_suck", false);
	Engine()->GetGlDevice()->LoadTexture("you_rock.bmp", "you_rock", false);
	Engine()->GetGlDevice()->LoadTexture("background.bmp", "background", false);
}
Example #4
0
LuaParser::LuaParser(const string& _textChunk,
                     const string& _accessModes)
: fileName(""),
  fileModes(""),
  textChunk(_textChunk),
  accessModes(_accessModes),
  valid(false),
  initDepth(0),
  rootRef(LUA_NOREF),
  currentRef(LUA_NOREF),
  lowerKeys(true),
  lowerCppKeys(true)
{
	L = lua_open();

	if (L != NULL) {
		SetupEnv();
	}
}
Example #5
0
void TestRunner::Run() {
	SetupEnv();
	RunNextTest();
}