// This runs the game void MainGame::Run() { InitSystems(); // temp _sprites.push_back(new Sprite()); _sprites.back()->Init(-1.0f, -1.0f, 1.0f, 1.0f, "Textures/kumiko.png"); _sprites.push_back(new Sprite()); _sprites.back()->Init(0.0f, -1.0f, 1.0f, 1.0f, "Textures/kumiko.png"); _sprites.push_back(new Sprite()); _sprites.back()->Init(0.0f, 0.0f, 1.0f, 1.0f, "Textures/kumiko.png"); for (int i = 0; i < 10; i++) { _sprites.push_back(new Sprite()); _sprites.back()->Init(-1.0f, 0.0f, 1.0f, 1.0f, "Textures/kumiko.png"); } //_playerTexture = ImageLoader::LoadPNG("Textures/kumiko.png"); //This only returns when the game ends GameLoop(); }
CParticleSystemLibrary::CParticleSystemLibrary() { s_pParticleSystemLibrary = this; m_iParticleSystemsLoaded = 0; m_iSystemInstanceIndex = 0; InitSystems(); }
void CParticleSystemLibrary::ReloadSystems() { ClearInstances(); CParticleSystemLibrary* pPSL = Get(); for (size_t i = 0; i < pPSL->m_apParticleSystems.size(); i++) delete pPSL->m_apParticleSystems[i]; pPSL->m_apParticleSystems.clear(); InitSystems(); for (size_t i = 0; i < pPSL->m_apParticleSystems.size(); i++) pPSL->LoadParticleSystem(i); }
bool CEngine::Init() { Message("Engine Init\n"); Timer()->Start(); CreateSystems(); if ( !InitSystems() ) { return false; } Message("Engine Init Successful\n"); return true; }
BOOL GApp::Initialize( VOID ) { __ENTER_FUNCTION InitPacketFactories(); g_Log.SaveLog( LOG_LV_NORMAL, "Initialized Packet Factories, total num<%d>", g_PacketFactoryManager.GetCount() ); m_mapSystems.clear(); InitSystems(); g_Log.SaveLog( LOG_LV_NORMAL, "Initialized Systems, total num<%d>", m_mapSystems.size() ); m_StubManager.SetConnectedPtr( GApp::__OnConnected ); m_StubManager.SetDisconnectedPtr( GApp::__OnDisconnected ); if( !m_StubManager.Init( 1231 ) ) { g_Log.SaveLog( LOG_LV_ERROR, "StubManager Init<%d> failed!", 1231 ); } else { g_Log.SaveLog( LOG_LV_NORMAL, "StubManager Init Successed!" ); } SystemPtrMap::iterator itEnd = m_mapSystems.end(); for( SystemPtrMap::iterator it = m_mapSystems.begin(); it != itEnd; ++it ) { g_Log.SaveLog( LOG_LV_NORMAL, "Initialize System<%s> ....", it->second->SystemName() ); if( !it->second->__Initialize() ) { g_Log.SaveLog( LOG_LV_ERROR, "Initialize System<%s> failed!", it->second->SystemName() ); continue; } g_Log.SaveLog( LOG_LV_NORMAL, "Initialize System<%s> successed!", it->second->SystemName() ); } return TRUE; __LEAVE_FUNCTION return FALSE; }
void MainProgram::Run() { //Init stuff which are needed before the main loop if (InitSystems()) { //if the systems initialized properly //Enter the loop MainLoop(); } //end program SDL_DestroyRenderer(m_renderer.GetRenderer()); SDL_DestroyWindow(m_window.GetWindow()); m_window.SetNull(); m_renderer.SetNull(); SDL_Quit(); }