// Start of user code methods void LoadingScene::render() { VBOScene::render(); if(thread == NULL) { thread = new std::thread (initWorld); mutex->lock(); } if(mutex->try_lock()) { GameScene* gameScene = new GameScene(Engine::getInstance()->getPlayer()); gameScene->init(); Engine* engine = Engine::getInstance(); gameScene->getDoubleBuffer()->getVertexBuffer()->bind(); gameScene->getDoubleBuffer()->getIndiceBuffer()->bind(); engine->setScene(gameScene); engine->getPlayer()->setFalling(true); glfwSetInputMode(engine->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN); engine->refresh(); gameScene->updateIndices(); mutex->unlock(); } }
CCScene* GameScene::scene() { CCScene *scene = CCScene::create(); GameScene *layer = new GameScene(); layer->init(); scene->addChild(layer); return scene; }
GameScene* GameScene::create(const int gameType) { GameScene* result = new GameScene(); if (result->init()) { GameLayer* layer = new GameLayer(gameType); layer->autorelease(); result->addChild(layer); return result; } delete result; return NULL; }
GameScene* GameScene::create(int stage) { GameScene *pRet = new GameScene(); if (pRet && pRet->init(stage)) { pRet->autorelease(); return pRet; } else { CC_SAFE_DELETE(pRet); return NULL; } }
GameScene* GameScene::create(SongInfo* song) { GameScene* pRet = new GameScene(song); if(pRet && pRet->init()) { pRet->autorelease(); return pRet; } else { delete pRet; return NULL; } }
GameScene* GameScene::create(bool _clickRed){ GameScene* game = new GameScene(); if (game && game->init(_clickRed)) { game->autorelease(); return game; } else { delete game; game = NULL; return NULL; } }
GameScene* GameScene::create() { GameScene* node = new GameScene(); if( node && node->init() ) { node->autorelease(); return node; } else { delete node; return nullptr; } }
CCScene* GameScene::scene() { CCScene* pScene = CCScene::create(); GameScene* uiLayer = new GameScene(); if (uiLayer && uiLayer->init()) { uiLayer->autorelease(); pScene->addChild(uiLayer); } else { CC_SAFE_DELETE(uiLayer); } return pScene; }
GameScene* GameScene::create(int roomNum) { GameScene* pRet = new(std::nothrow) GameScene(); if (pRet && pRet->init(roomNum)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = nullptr; return nullptr; } }
void LoadingScene::render() { VBOScene::render(); if(thread == NULL) { thread = new std::thread (initWorld); mutex->lock(); } if(mutex->try_lock()) { GameScene* gameScene = new GameScene(Engine::getInstance()->getWindow(), Engine::getInstance()->getPlayer()); gameScene->init(); Engine::getInstance()->getProcessor()->bufferize(gameScene, Engine::getInstance()->getWorld()); gameScene->bindBuffer(); Engine::getInstance()->setScene(gameScene); Engine::getInstance()->getPlayer()->setFalling(true); mutex->unlock(); } }