void Minigame::NewGame() { GameState = Minigame::WAITING; Level = 0; lmState = 0; SetupEnv(); NewMap(); }
/** * @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; }
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); }
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(); } }
void TestRunner::Run() { SetupEnv(); RunNextTest(); }