void HealthManager::Shutdown() { SAFE_SHUTDOWN(this->m_HealthBar); SAFE_SHUTDOWN(this->m_LivesNumber); SAFE_SHUTDOWN(this->m_LivesCount); for (GameObject* healthIndicator : this->m_HealthIndicators) { SAFE_SHUTDOWN(healthIndicator); } this->m_HealthIndicators.clear(); }
void Score::Shutdown() { for (GameObject* number : this->m_Numbers) { SAFE_SHUTDOWN(number); } this->m_Numbers.clear(); }
void Game::Shutdown() { SAFE_SHUTDOWN(this->m_Fighter); SAFE_SHUTDOWN(this->m_FighterFlame); SAFE_SHUTDOWN(this->m_Bullets); SAFE_SHUTDOWN(this->m_Stars); SAFE_SHUTDOWN(this->m_Mines); SAFE_SHUTDOWN(this->m_HealthManager); SAFE_SHUTDOWN(this->m_Score); SAFE_SHUTDOWN(this->m_ExhaustManager); }
// // FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM) // // PURPOSE: Processes messages for the main window. // // WM_COMMAND - process the application menu // WM_PAINT - Paint the main window // WM_DESTROY - post a quit message and return // // LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_GETTITLEBARINFOEX: GetTitleBarInfo(hWnd, &title_info); break; case WM_SETTEXT: //SetWindowText(hWnd, fps_string.c_str()); DefWindowProc(hWnd, WM_SETTEXT, wParam, lParam); break; case WM_CLOSE: Running = false; DestroyWindow(hWnd); break; case WM_NULL: break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); //// TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_QUIT: Running = false; SAFE_SHUTDOWN(pCoreApp); SendMessage(hWnd, WM_CLOSE, NULL, NULL); break; case WM_DESTROY: Running = false; PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; }
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPTSTR lpCmdLine, _In_ int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. //Seed Rand srand(UINT(time(nullptr))); MSG msg; msg.hwnd = hWnd; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_SOURCE, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance(hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_SOURCE)); pCoreApp = new Core; if (!pCoreApp->Initialize(hWnd, hInst, WINDOW_WIDTH, WINDOW_HEIGHT, true)) { pCoreApp->Shutdown(); delete pCoreApp; pCoreApp = nullptr; //Initialize did not work properly msg.wParam = -1; Running = false; } // Main message loop: while (Running) { //if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) if (PeekMessageW(&msg, hWnd, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } if (pCoreApp) { pCoreApp->Update(); FPS_FUNC(hInst); } } SAFE_SHUTDOWN(pCoreApp); return (int)msg.wParam; }
void PauseState::Shutdown() { SAFE_SHUTDOWN(_savedState); }
void GameOverState::Shutdown() { SAFE_SHUTDOWN(_savedState); }
void GameObject::Shutdown() { SAFE_SHUTDOWN(this->m_Sprite); SAFE_SHUTDOWN(this->m_Collider); SAFE_DELETE(this->m_Timer); }