GameState::GameState(ew::Engine* engine) : ew::State(engine, &world), world("scene/testscene.qmlon"), update(&world), collide(&world), render(&world, engine->getRenderContext()), control(&world, engine->getControlContext()) { setPhases({&control, &update, &collide, &render}); }
GameState::GameState(ew::Engine* engine) : ew::State(engine, &world), world(), game(&world, engine), update(&world), collide(&world), render(&world, engine->getRenderContext()), control(&world, engine->getControlContext()), tileCollide(&world) { setPhases({&control, &update, &tileCollide, &collide, &render, &game}); }
GameOverState::GameOverState(ew::Engine *engine) : ew::State(engine, &world), engine(engine), world(engine), update(&world), render(&world, engine->getRenderContext()), control(&world, engine->getControlContext()) { setPhases({&control, &update, &render}); new Controller(this); }
TitleState::TitleState(ew::Engine *engine) : ew::State(engine, &world), engine(engine), world(engine), bgSound("snd/sfx/weaponfire17.wav"), music("snd/music/title.ogg"), update(&world), render(&world, engine->getRenderContext()), control(&world, engine->getControlContext()) { setPhases({&control, &update, &render}); new Controller(this); new Timer(this); }