Пример #1
0
MY_Scene_Base::~MY_Scene_Base(){
	deleteChildTransform();

	// auto-delete member variables
	baseShader->decrementAndDelete();
	textShader->decrementAndDelete();

	delete uiLayer;
	delete controller;
}
Пример #2
0
OJ_SceneScoreAttack::~OJ_SceneScoreAttack() {
	deleteChildTransform();
	delete joy;
	delete bulletWorld;
	delete box2DWorld;

	OJ_ResourceManager::songs["DDoS"]->stop();
	for(auto i : OJ_ResourceManager::sounds){
		i.second->stop();
	}
}
Пример #3
0
MY_Scene::~MY_Scene(){
	deleteChildTransform();

	
	// auto-delete member variables
	baseShader->decrementAndDelete();
	textShader->decrementAndDelete();

	screenSurface->decrementAndDelete();
	screenSurfaceShader->decrementAndDelete();
	screenFBO->decrementAndDelete();
}
Пример #4
0
TTFB_MenuScene::~TTFB_MenuScene() {
	music->stop();
	introSpeech->stop();
	deleteChildTransform();
	baseShader->safeDelete();
	characterShader->safeDelete();
	textShader->safeDelete();

	screenSurface->safeDelete();
	//screenSurfaceShader->safeDelete();
	screenFBO->safeDelete();
}
MY_Scene_Main::~MY_Scene_Main(){
	deleteChildTransform();

	// memory management
	screenSurface->decrementAndDelete();
	screenSurfaceShader->decrementAndDelete();
	screenFBO->decrementAndDelete();
	mirrorFBO->decrementAndDelete();

	indicatorShader->decrementAndDelete();
	mirrorShader->decrementAndDelete();

	delete eventManager;
	delete bulletWorld;
	delete tracks;
}
MY_Scene_Bullet3D::~MY_Scene_Bullet3D(){
	// we need to destruct the scene elements before the physics world to avoid memory issues
	deleteChildTransform();
	delete bulletWorld;
}
Пример #7
0
PD_Scene_Animation::~PD_Scene_Animation() {
	deleteChildTransform();
	delete uiLayer;
}