bool CSceneManager::Update(float dt) { GuiControl(dt); m_pMap->Update(); switch(m_scene) { case ON_SELECT: OnSelect(dt); break; case GAME_SCENE: GameScene(dt); break; } if(m_alpha < 0) m_alpha = 0; m_pSelectSqure->Update(dt); for(OBJ_ITR itr = m_objs.begin();itr != m_objs.end();) { if(!(*itr)->IsAlive()) { m_deadobjs.push_back(*itr); itr = m_objs.erase(itr); } else itr ++; } return false; }
void GameState::OnStart(void *data) { UNUSED(data) Log("Entering Game State"); bDoStop = false; gGui->LoadGUI("gui/views/game.rml"); pGame = sdNew(GameScene(gFlow->GetScene(), gFlow->GetCamera(), gFlow->GetSceneFile())); pGame->Initialize(); }