Game::Game(MutationOfJBEngine *vm) : _vm(vm), _randomSource("mutationofjb"), _delayedLocalScript(nullptr), _gui(*this, _vm->getScreen()), _currentAction(ActionInfo::Walk), _scriptExecCtx(*this), _taskManager(*this), _assets(*this) { _gameData = new GameData; loadGameData(false); EncryptedFile globalScriptFile; globalScriptFile.open("global.atn"); _globalScript = new Script; _globalScript->loadFromStream(globalScriptFile); globalScriptFile.close(); _localScript = nullptr; _room = new Room(this, _vm->getScreen()); _gui.init(); _taskManager.startTask(TaskPtr(new ObjectAnimationTask)); }
void GameMain::initGame(bool needCreate /*= false*/) { if (needCreate == true) { changeView(GameView::GV_CHAR_CREATOR); } else { changeView(GameView::GV_GENERAL); loadGameData(); } }
Common::Error GlkEngine::loadGameState(int slot) { FileReference ref(slot, "", fileusage_SavedGame | fileusage_TextMode); strid_t file = _streams->openFileStream(&ref, filemode_Read); if (file == nullptr) return Common::kReadingFailed; Common::Error result = loadGameData(file); file->close(); return result; }
//----------------------------------------------------------------- void BaseGameManager::initializeGameObjects() { loadGameData(); MapsManager::initialize(); MapsManager::scanMaps(); Physics::init(); Weapon::init(); ConsoleInterface::initialize(25); PowerUpInterface::initialize(); GameManager::initializeGameLogic(); }
void FlashScene::showFlash(){ Sprite* flashImage = Sprite::create("splash/[email protected]"); flashImage->ignoreAnchorPointForPosition(false); flashImage->setPosition(this->getContentSize() / 2); flashImage->setOpacity(0); this->addChild(flashImage); FadeIn* fadeIn = FadeIn::create(.4f); DelayTime* delay = DelayTime::create(.5f); FadeOut* fadeOut = FadeOut::create(.2); CallFunc* callBack = CallFunc::create([=]() { loadGameData(); }); Sequence* sequence = Sequence::create(fadeIn, delay, fadeOut, callBack, nullptr); flashImage->runAction(sequence); }
bool CreateSeaWorld::operator()(GameWorldGame& world) const { // For consistent results initGameRNG(0); loadGameData(world.GetDescriptionWriteable()); world.Init(size_); // Set everything to water DescIdx<TerrainDesc> t(0); const WorldDescription& desc = world.GetDescription(); for(; t.value < desc.terrain.size(); t.value++) { if(desc.get(t).Is(ETerrain::Shippable) && desc.get(t).kind == TerrainKind::WATER) //-V807 break; } RTTR_FOREACH_PT(MapPoint, size_) { MapNode& node = world.GetNodeWriteable(pt); node.t1 = node.t2 = t; }
LevelLoader::LevelLoader(std::string const & filename) { loadJSONData(filename); m_document.Parse<0>(m_JSONData.c_str()); loadGameData(); }