Core::Core(sf::RenderWindow* window) : _renderWindow(window)
{
    GUIObject::window = window;
    _currentScene = 0;
    _deletedScene = 0;
    
    InitializeSubSystems();
    SwitchScene(new ConnectScene());
}
bool NFCSceneAOIModule::RequestEnterScene(const NFGUID & self, const int nSceneID, const int nGrupID, const int nType, const NFDataList & argList)
{
	if (nGrupID < 0)
	{
		return false;
	}

	const int nNowSceneID = m_pKernelModule->GetPropertyInt32(self, NFrame::Player::SceneID());
	const int nNowGroupID = m_pKernelModule->GetPropertyInt32(self, NFrame::Player::GroupID());
	
	if (nNowSceneID == nSceneID
		&& nNowGroupID == nGrupID)
	{
		m_pLogModule->LogNormal(NFILogModule::NLL_INFO_NORMAL, self, "in same scene and group but it not a clone scene", nSceneID);

		return false;
	}

	NF_SHARE_PTR<NFCSceneInfo> pSceneInfo = GetElement(nSceneID);
	if (!pSceneInfo)
	{
		return false;
	}

	/*
	if (!pSceneInfo->ExistElement(nNewGroupID))
	{
		return false;
	}
	*/

	int nEnterConditionCode = EnterSceneCondition(self, nSceneID, nGrupID, nType, argList);
	if (nEnterConditionCode != 0)
	{
		m_pLogModule->LogNormal(NFILogModule::NLL_INFO_NORMAL, self, "before enter condition code:", nEnterConditionCode);
		return false;
	}

	
	NFVector3 vRelivePos = GetRelivePosition(nSceneID, 0);
	if (!SwitchScene(self, nSceneID, nGrupID, nType, vRelivePos, 0.0f, argList))
	{
		m_pLogModule->LogNormal(NFILogModule::NLL_INFO_NORMAL, self, "SwitchScene failed", nSceneID);

		return false;
	}

	return true;
}
Example #3
0
File: LD32.cpp Project: imerr/LD32
void LD32::StartGame() {
	SwitchScene(engine::Factory::create<Level>("assets/scripts/level_2.json", this));
}