// entry point of the program int main( int arc, char* argv[] ) { // First we need to create our Game Framework Initialise(SCREEN_X, SCREEN_Y, false,"Shoot em up" ); initGame(); initMenu(); initBoss(); initGameOver(); gameProcess = &menuState; do { frameCounter++; if(frameCounter > 5000) frameCounter = 0; gameProcess(); // function pointer to run game } while ( FrameworkUpdate() == false ); // clean up memory destroyGame(); destroyMenu(); destroyBoss(); destroyGameOver(); Shutdown(); return 0; }
OrcBoss* OrcBoss::createBoss(int wallNode, Node *parent) { auto boss = new OrcBoss(); if (boss && boss->initBoss(wallNode, parent)) { boss->autorelease(); return boss; } CC_SAFE_DELETE(boss); return nullptr; }
void initTitle() { int stg; status = TITLE; stg = initTitleAtr(); initBoss(); initShip(); initLasers(); initFrags(); initShots(); initBackground(0); initTitleStage(stg); left = -1; }
void initGame(int stg) { int sn; status = IN_GAME; initBoss(); initFoes(); initShip(); initLasers(); initFrags(); initShots(); initGameState(stg); sn = stg%SAME_RANK_STAGE_NUM; initBackground(sn); if ( sn == SAME_RANK_STAGE_NUM-1 ) { playMusic(rand()%(SAME_RANK_STAGE_NUM-1)); } else { playMusic(sn); } }