/** * Picture class. */ Game_Picture::Game_Picture(int ID) : data(Main_Data::game_data.pictures[ID - 1]), old_map_x(0), old_map_y(0), request(NULL) { SetTransition(0); }
void game::LoadGameState::Update(math::Real elapsedTime) { START_PROFILING_GAME(true, ""); DELOCUST_LOG_GAME("LOAD game state updating"); const auto gameManager = engine::GameManager::GetGameManager(); m_loadingProgress = gameManager->GetLoadingProgress(); // m_loadingProgress += 0.00022f; if (m_loadingProgress > REAL_ONE) { m_loadingProgress = REAL_ONE; } if (gameManager->IsGameLoaded()) { NOTICE_LOG_GAME("The game is loaded"); m_loadingThread->join(); gameManager->SetTransition(new engine::game_state_transitioning::GameStateTransition(gameManager->GetPlayGameState(), engine::game_state_transitioning::SWITCH, engine::game_state_modality::EXCLUSIVE)); } STOP_PROFILING_GAME(""); }