void DreamsEngine::ponder(const float deltaT)
{

    if(!mResourcesLoaded)
        return;

    std::vector<SDL_Event> evVec;
    gInput.readSDLEventVec(evVec);

    for(SDL_Event event : evVec)
    {
        BE_ST_PollEvents(event);
    }        


    // Change that gGameState stuff to have more depth in the code
    if(gGameState == INTRO_TEXT) // Where the shareware test is shown
    {
        mpScene->ponder(deltaT);
    }
    else
    {
        if(!mpPlayLoopThread)
        {
            GameLoop();
        }
    }
}
Esempio n. 2
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void DreamsEngine::ponder(const float deltaT)
{

    if(!mResourcesLoaded)
        return;

    std::vector<SDL_Event> evVec;
    gInput.readSDLEventVec(evVec);

    for(SDL_Event event : evVec)
    {
        BE_ST_PollEvents(event);
    }        


    if(mpScene)
    {
        mpScene->ponder(deltaT);
    }
}
void DreamsEngine::ponder(const float deltaT)
{

    if(!mResourcesLoaded)
        return;

    std::vector<SDL_Event> evVec;
    gInput.readSDLEventVec(evVec);

    for(SDL_Event event : evVec)
    {
        BE_ST_PollEvents(event);
    }        


    // Change that mGameState stuff to have more depth in the code
    if(mGameState == INTRO_TEXT) // Where the shareware test is shown
    {
        // If we press any switch to the next section -> where Dreams is really loaded into CGA/EGA mode and show the intro screen
        gInput.flushAll();
        mGameState = INTRO_SCREEN;
        GameLoop();
    }
}