void Map::load(b2World* world, ContactListener* listener, sf::RenderWindow* window, LoadSettings& lsettings, EngineSettings& esettings) { _world = world; _cListener = listener; _window = window; _campaign = lsettings._campaignVector[lsettings._campaign]; _level = lsettings._levelVector[lsettings._level]; _debug = esettings.debug; _esettings = &esettings; _backGroundObject.clear(); _mapObject.clear(); _foregroundObject.clear(); _triggerObject.clear(); _backGroundObject.reserve(esettings.backgroundObjectLimit); _mapObject.reserve(esettings.mapObjectLimit); _foregroundObject.reserve(esettings.foregroundObjectLimit); _triggerObject.reserve(esettings.triggerObjectLimit); createBackgrounds(); createStatics(); createForeground(); createTriggers(); sManager.loadSounds(lsettings, esettings); sManager.loadStreams(lsettings, esettings); sManager.playStream(); sManager.playSound(); }
void FieldRoom::createRoom() { createBackground(); createForeground(); }