Esempio n. 1
0
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);


}
Esempio n. 2
0
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;
}