MY_Scene_Base::~MY_Scene_Base(){ deleteChildTransform(); // auto-delete member variables baseShader->decrementAndDelete(); textShader->decrementAndDelete(); delete uiLayer; delete controller; }
OJ_SceneScoreAttack::~OJ_SceneScoreAttack() { deleteChildTransform(); delete joy; delete bulletWorld; delete box2DWorld; OJ_ResourceManager::songs["DDoS"]->stop(); for(auto i : OJ_ResourceManager::sounds){ i.second->stop(); } }
MY_Scene::~MY_Scene(){ deleteChildTransform(); // auto-delete member variables baseShader->decrementAndDelete(); textShader->decrementAndDelete(); screenSurface->decrementAndDelete(); screenSurfaceShader->decrementAndDelete(); screenFBO->decrementAndDelete(); }
TTFB_MenuScene::~TTFB_MenuScene() { music->stop(); introSpeech->stop(); deleteChildTransform(); baseShader->safeDelete(); characterShader->safeDelete(); textShader->safeDelete(); screenSurface->safeDelete(); //screenSurfaceShader->safeDelete(); screenFBO->safeDelete(); }
MY_Scene_Main::~MY_Scene_Main(){ deleteChildTransform(); // memory management screenSurface->decrementAndDelete(); screenSurfaceShader->decrementAndDelete(); screenFBO->decrementAndDelete(); mirrorFBO->decrementAndDelete(); indicatorShader->decrementAndDelete(); mirrorShader->decrementAndDelete(); delete eventManager; delete bulletWorld; delete tracks; }
MY_Scene_Bullet3D::~MY_Scene_Bullet3D(){ // we need to destruct the scene elements before the physics world to avoid memory issues deleteChildTransform(); delete bulletWorld; }
PD_Scene_Animation::~PD_Scene_Animation() { deleteChildTransform(); delete uiLayer; }