//------------------------------------------------------------------------ void CGameRulesHoldObjectiveBase::OnActionEvent( const SActionEvent& event ) { switch(event.m_event) { case eAE_resetBegin: ClearEntities(0); break; } }
void NewGame(Game *game) { game->level = 0; game->score = 0; game->NumZombies = 0; game->NumGraves = 0; game->NumVillagers = 0; ClearEntities(); InitEntityList(); ResetAllParticles(); }
void ECEditorWindow::AddEntities(const QList<entity_id_t> &entities, bool select_all) { // SetEntitySelected() will block entity list's signals, no need to do it here. ClearEntities(); foreach(entity_id_t id, entities) { EntityListWidgetItem *item = AddEntity(id, false); if (select_all) SetEntitySelected(item, true); }
void ECEditorWindow::AddEntities(const EntityList &entities, bool selectAll) { // SetEntitySelected() will block entity list's signals, no need to do it here. ClearEntities(); foreach(const EntityPtr &entity, entities) { EntityListWidgetItem *item = AddEntity(entity, false); if (selectAll) SetEntitySelected(item, true, false); }
/////////////////// // Initialize the entities bool InitializeEntities(void) { psEntities = new entity_t[MAX_ENTITIES]; if( !psEntities ) return false; // Clear the entities ClearEntities(); // Load some textures psSpark = Cache_LoadTexture("data/textures/spark.png"); Tex_Upload(psSpark); return true; }
void NewLevel(Game *game, int graves,int villagers) /*sets up a new level*/ { int i; int j; int width; int height; int sx,sy; if(BgMusic != NULL) { Mix_HaltMusic(); Mix_FreeMusic(BgMusic); } BgMusic = Mix_LoadMUS("sounds/ambiant02.ogg"); if(BgMusic == NULL) { fprintf(stderr, "Unable to Load Background Music: %s\n", SDL_GetError()); exit(1); } Mix_VolumeMusic(MIX_MAX_VOLUME); Mix_PlayMusic(BgMusic,-1);/*play my background music infinitely*/ game->level++; width = (int)sqrt(graves); if(width == 0)width = 1; height = graves / width; sx = 14 - (width/2); sy = 12 - (height/2); game->NumGraves =0; game->NumVillagers = villagers; game->NumZombies = 0; ClearEntities(); /*lets get rid of what we ain't usin*/ InitEntityList(); ResetAllParticles(); for(i = 0;i < 16;i++) SpawnTree((((rand()>>8) % 15)*2),(((rand()>>8) % 10)*2)+2, 200); for(j = 0;j < height;j++) { for(i = 0;i < width;i++) { SpawnCenter((i*2) + sx,(j*2)+ sy, 1,(rand()>>8)%2); game->NumGraves++; } } UpdateEntities(); }
void GameView::OnUpdate() { if (m_gameover) { if (!m_fadeQuad->GetColorAnim().isPlaying()) { // we are done SendCommand(seed::eAppCommand::SWITCH_VIEW, "GameOverView"); return; } UpdateCamera(); UpdateUIs(); return; } else { if (!m_fadeQuad->GetColorAnim().isPlaying()) { m_fadeQuad->SetVisible(false); } } UpdateTime(); UpdateDanceSequence(); UpdateMonsterSpawning(); UpdateEntities(); UpdateCamera(); UpdateUIs(); // check if we are game over if (AllPlayersAreDead()) { OnGameOver(); } ClearEntities(); }
void DMap::LoadAll( bool bLoadPatches ){ ClearEntities(); GlobalSelectionSystem().setSelectedAll( false ); class load_entities_t : public scene::Traversable::Walker { DMap* m_map; bool m_bLoadPatches; public: load_entities_t( DMap* map, bool bLoadPatches ) : m_map( map ), m_bLoadPatches( bLoadPatches ){ } bool pre( scene::Node& node ) const { if ( Node_isEntity( node ) ) { DEntity* loadEntity = m_map->AddEntity( "", 0 ); loadEntity->LoadFromEntity( node, m_bLoadPatches ); } return false; } } load_entities( this, bLoadPatches ); Node_getTraversable( GlobalSceneGraph().root() )->traverse( load_entities ); }
void DMap::LoadAll( bool bLoadPatches ){ ClearEntities(); g_FuncTable.m_pfnDeselectAllBrushes(); int count = g_FuncTable.m_pfnGetEntityCount(); for ( int i = 0; i < count; i++ ) { DEntity* loadEntity; if ( i == 0 ) { loadEntity = GetWorldSpawn(); } else{ loadEntity = AddEntity( "", m_nNextEntity++ ); } if ( !loadEntity->LoadFromEntity( i, bLoadPatches ) ) { delete loadEntity; entityList.pop_back(); } } }
void GameView::KillAllEntities() { m_entitiesToKill = m_entities; ClearEntities(); }
DMap::~DMap(){ ClearEntities(); }
void GamePlayingState::Exit(Game* a_game) { ClearEntities(); delete a_game->player; delete a_game->m_pWorld; }