void GameStateMgrUpdate() { if ((gGameStateCurr == GS_RESTART) || (gGameStateCurr == GS_QUIT)) return; switch (gGameStateCurr) { case GS_PLAY: GameStateLoad = GameStatePlayLoad; GameStateInit = GameStatePlayInit; GameStateUpdate = GameStatePlayUpdate; GameStateDraw = GameStatePlayDraw; GameStateFree = GameStatePlayFree; GameStateUnload = GameStatePlayUnload; break; case GS_SINGLE: GameStateLoad = GameStateSingleLoad; GameStateInit = GameStateSingleInit; GameStateUpdate = GameStateSingleUpdate; GameStateDraw = GameStateSingleDraw; GameStateFree = GameStateSingleFree; GameStateUnload = GameStateSingleUnload; break; case GS_MENU: GameStateLoad = GameStateMenuLoad; GameStateInit = GameStateMenuInit; GameStateUpdate = GameStateMenuUpdate; GameStateDraw = GameStateMenuDraw; GameStateFree = GameStateMenuFree; GameStateUnload = GameStateMenuUnload; break; case GS_RESULT: GameStateLoad = GameStateResultLoad; GameStateInit = GameStateResultInit; GameStateUpdate = GameStateResultUpdate; GameStateDraw = GameStateResultDraw; GameStateFree = GameStateResultFree; GameStateUnload = GameStateResultUnload; break; default: AE_FATAL_ERROR("invalid state!!"); } }
void GameStateMgrUpdate() { if ((gGameStateCurr == GS_RESTART) || (gGameStateCurr == GS_QUIT)) return; switch (gGameStateCurr) { case GS_PLATFORMER: GameStateLoad = GameStatePlatformLoad; GameStateInit = GameStatePlatformInit; GameStateUpdate = GameStatePlatformUpdate; GameStateDraw = GameStatePlatformDraw; GameStateFree = GameStatePlatformFree; GameStateUnload = GameStatePlatformUnload; break; default: AE_FATAL_ERROR("invalid state!!"); } }
void GameStateMgrUpdate() { if ((gGameStateCurr == RESTART) || (gGameStateCurr == QUIT)) return; switch (gGameStateCurr) { case LEVEL_1: GameStateLoad = GameStateAsteroidsLoad; GameStateInit = GameStateAsteroidsInit; GameStateUpdate = GameStateAsteroidsUpdate; GameStateDraw = GameStateAsteroidsDraw; GameStateFree = GameStateAsteroidsFree; GameStateUnload = GameStateAsteroidsUnload; break; default: AE_FATAL_ERROR("invalid state!!"); } }