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GameState.cpp
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71 lines (46 loc) · 1.29 KB
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#include "GameState.h"
#include "Renderer.h"
#include "Game.h"
#include "CollisionManager.h"
GameState::GameState() {
}
GameState::~GameState() {
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
delete m_xScenes[i];
}
}
void GameState::addScene(Scene* scene) {
m_xScenes.push_back(scene);
}
void GameState::start() {
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
Event e(Event::GAME_START);
e.game.state = Game::instance()->getState();
e.game.delta = 0.0f;
e.game.elapsedTime = 0.0f;
m_xScenes[i]->dispatchEvent(e);
}
}
void GameState::update(float delta, float elapsedTime) {
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
if (m_xScenes[i]->isActive())
m_xScenes[i]->update(delta, elapsedTime);
}
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
if (m_xScenes[i]->isActive())
CollisionManager::checkCollisions(m_xScenes[i]);
}
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
if (m_xScenes[i]->isActive())
m_xScenes[i]->lateUpdate(delta, elapsedTime);
}
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
if (m_xScenes[i]->isActive())
m_xScenes[i]->removeDead();
}
}
void GameState::render(Renderer* renderer) {
for (unsigned int i = 0; i < m_xScenes.size(); ++i) {
renderer->render(m_xScenes[i]);
}
}