Esempio n. 1
0
void Map::load(b2World* world,
			   ContactListener* listener,
			   sf::RenderWindow* window,
			   LoadSettings& lsettings,
			   EngineSettings& esettings)
{
	_world = world;
	_cListener = listener;
	_window = window;

	_campaign = lsettings._campaignVector[lsettings._campaign];
	_level = lsettings._levelVector[lsettings._level];

	_debug = esettings.debug;

	_esettings = &esettings;

	_backGroundObject.clear();
	_mapObject.clear();
	_foregroundObject.clear();
	_triggerObject.clear();
	_backGroundObject.reserve(esettings.backgroundObjectLimit);
	_mapObject.reserve(esettings.mapObjectLimit);
	_foregroundObject.reserve(esettings.foregroundObjectLimit);
	_triggerObject.reserve(esettings.triggerObjectLimit);
	

	createBackgrounds();
	createStatics();
	createForeground();
	createTriggers();

	
	sManager.loadSounds(lsettings, esettings);
	sManager.loadStreams(lsettings, esettings);

	sManager.playStream();
	sManager.playSound();
}
Esempio n. 2
0
void FieldRoom::createRoom()
{
	createBackground();
	createForeground();
}