void Game::initializeGame() { std::cout<<"\n\n BOOT UP: LOADING SPRITES: "; //Loading Text MainMenu* MenuState = new MainMenu(); MenuState->Init(this); states.push_back(MenuState); LevelHome* StateHome = new LevelHome(); StateHome->Init(this); states.push_back(StateHome); LevelOne* StateOne = new LevelOne(); StateOne->Init(this); states.push_back(StateOne); LevelTwo* StateTwo = new LevelTwo(); StateTwo->Init(this); states.push_back(StateTwo); LevelThree* StateThree = new LevelThree(); StateThree->Init(this); states.push_back(StateThree); UIState* UI = new UIState(); UI->Init(this); states.push_back(UI); MessageState* Msg = new MessageState(); Msg->Init(this); states.push_back(Msg); }
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR, int) { MaloW::ClearDebug(); #ifdef INCLUDE_MODEL_VIEWER _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF); MaloW::Debug("(DEBUG): Client: Debug flag set to: _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF). "); MaloW::Debug("(DEBUG): Client: vld.h included."); #endif if ( !GraphicsInit(hInstance) ) { MaloW::Debug("Failed Initializing Graphics!"); return 1; } if ( !PlayerSettingsInit() ) { MaloW::Debug("Failed Initializing PlayerSettings!"); return 1; } AudioManager* am = AudioManager::GetInstance(); // IMPLEMENT MAIN PROGRAM HERE. MainMenu* menu = new MainMenu(); menu->Init(); menu->Run(); SAFE_DELETE(menu); am->ReleaseInstance(); am = NULL; // Free Graphics FreeGraphics(); // Save and Free Settings SavePlayerSettings(); FreePlayerSettings(); //_CrtDumpMemoryLeaks(); MaloW::Debug("Quit Game."); return 0; }