bool Game1::Initialize(SDL_Window* pWin) { InputSystem* tInput = new InputSystem("InputSystem"); VelocitySystem* tVel = new VelocitySystem("VelocitySystem"); AttachSystem* tAtt = new AttachSystem("AttachSystem"); PhysicSystem* tPhysics = new PhysicSystem("PhysicSystem"); RenderSystem* tRender = new RenderSystem("RenderSystem"); TriggerSystem* tTrigger = new TriggerSystem("TriggerSystem"); SoundSystem* tSound = new SoundSystem("SoundSystem"); ScoreSystem* tScore = new ScoreSystem("ScoreSystem"); MenuSystem* tMenu = new MenuSystem("MenuSystem"); PowerUpSystem* tPowerUps = new PowerUpSystem("PowerUpSystem"); ShipGunSystem* tGunSystem = new ShipGunSystem("ShipGunSystem"); EnemySystem* tEnemy = new EnemySystem("EnemySystem"); WaveSystem* tWave= new WaveSystem("WaveSystem"); tRender->Initialize(); tRender->Initialize(pWin); tInput->Initialize(); tVel->Initialize(); tAtt->Initialize(); tPhysics->Initialize(); tTrigger->Initialize(); tSound->Initialize(); tScore->Initialize(); tMenu->Initialize(); tPowerUps->Initialize(); tEnemy->Initialize(); tGunSystem->Initialize(); tWave->Initialize(); //set systems to game here mSystems.push_back(tInput); mSystems.push_back(tVel); mSystems.push_back(tPhysics); mSystems.push_back(tTrigger); mSystems.push_back(tGunSystem); mSystems.push_back(tAtt); mSystems.push_back(tSound); mSystems.push_back(tScore); mSystems.push_back(tPowerUps); mSystems.push_back(tWave); mSystems.push_back(tMenu); mSystems.push_back(tEnemy); mSystems.push_back(tRender); GameStateClass::GetInstance()->SetGameState(GameState::MenuScreen); return true; }