Пример #1
0
void update(Env *e)
{
    e->gui.focus = e->gui.next;
    if (!e->gui.scoreBoard.stable)
        updateScoreBoard(&e->gui.scoreBoard, &e->game, SPF);
    switch (e->gui.focus) {
    case guiFocusTitle:
        update_guiFocusTitle(&e->gui, &e->io.controls);
        break;
    case guiFocusMenu:
        e->quit = update_guiFocusMenu(&e->gui, &e->io.controls);
        break;
    case guiFocusRules:
        e->quit = update_guiFocusRules(&e->gui, &e->io.controls);
        break;
    case guiFocusSettings:
        update_guiFocusSettings(&e->gui, &e->io.controls);
        break;
    case guiFocusControls:
        update_guiFocusControls(&e->gui, &e->io.controls);
        break;
    case guiFocusPlayMenu:
        updatePlayMenu(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusOptions:
        update_guiFocusOptions(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameGUI:
        updateGameGUI(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameMenu:
        update_guiFocusGameMenu(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameHotseatPause:
        updateGameHotseatPause(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameAIPause:
        updateGameAIPause(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameOver:
        updateGameOver(&e->gui, &e->io.controls, &e->game);
        break;
    case guiFocusGameAreYouSureQuit:
        updateGameAreYouSureQuit(&e->gui, &e->game, &e->io.controls);
        break;
    case guiFocusTransScreen:
        update_guiFocusTransScreen(&e->gui, SPF);
        break;
    default:
        break;
    }
    e->io.time += SPF;
}
Пример #2
0
MODE_T updateGame(void)
{
    switch (state) {
    case STATE_PLAYING:
        updateGamePlaying();
        break;
    case STATE_OVER:
        updateGameOver();
        break;
    case STATE_ISSUES:
        updateGameIssues();
        break;
    case STATE_MENU:
    case STATE_RESULT:
        handleMenu();
        break;
    }
    return (state == STATE_LEAVE) ? MODE_TITLE : MODE_GAME;
}
Пример #3
0
void GameScreen::update(float deltaTime, std::vector<TouchEvent> &touchEvents)
{
    m_world->update(deltaTime);
    
    switch (m_gameState)
    {
        case WAITING:
            updateWaiting(deltaTime);
            updateInputWaiting(touchEvents);
            break;
        case GAME_OVER:
            updateGameOver(deltaTime);
            updateInputGameOver(touchEvents);
            break;
        case RUNNING:
        default:
            m_fTitleAlpha -= deltaTime * 2;
            updateRunning(deltaTime);
            updateInputRunning(touchEvents);
            break;
    }
}