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Application.cpp
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#include "Application.h"
#include "ModuleWindow.h"
#include "ModuleRender.h"
#include "ModuleInput.h"
#include "ModuleTextures.h"
#include "ModuleSceneLvl1.h"
#include "ModuleSceneLvl3.h"
#include "ModuleReady.h"
#include "ModuleParticles.h"
//#include "ModulePlayer.h"
#include "Player.h"
//#include "ModulePlayer2.h"
#include "ModulePlayerUnit.h"
//#include "ModulePlayer2Unit.h"
#include "ModuleCollision.h"
#include "ModuleAudio.h"
#include "ModuleFadeToBlack.h"
#include "ModuleTeamLogo.h"
#include "ModuleGameTitle.h"
#include "ModuleContinue.h"
#include "ModuleGameOver.h"
#include "ModuleEnemies.h"
#include "ModuleUI.h"
#include "ModulePowerUp.h"
#include "ModuleWin.h"
Application::Application()
{
int i = 0;
modules[i++] = window = new ModuleWindow();
modules[i++] = input = new ModuleInput();
modules[i++] = textures = new ModuleTextures();
modules[i++] = teamLogo = new ModuleTeamLogo();
modules[i++] = scene_lvl1 = new ModuleSceneLvl1();
modules[i++] = scene_lvl3 = new ModuleSceneLvl3();
modules[i++] = readyScreen = new ModuleReady();
modules[i++] = continueScreen = new ModuleContinue();
modules[i++] = gameTitle = new ModuleGameTitle();
modules[i++] = gameOverScreen = new ModuleGameOver();
modules[i++] = winScreen = new ModuleWin();
modules[i++] = moduleUI = new ModuleUI();
modules[i++] = enemies = new ModuleEnemies();
modules[i++] = modulePowerUp = new ModulePowerUp();
modules[i++] = player[0] = new Player();
modules[i++] = player[1] = new Player();
modules[i++] = playerUnit[0] = new ModulePlayerUnit();
modules[i++] = playerUnit[1] = new ModulePlayerUnit();
modules[i++] = particles = new ModuleParticles();
modules[i++] = render = new ModuleRender();
modules[i++] = collision = new ModuleCollision();
modules[i++] = audio = new ModuleAudio();
modules[i++] = fade = new ModuleFadeToBlack();
}
Application::~Application()
{
for(int i = NUM_MODULES - 1; i >= 0; --i)
delete modules[i];
}
bool Application::Init()
{
bool ret = true;
//desactivate Modules ----------------
//disable modulePlayer at init -------
//scenes ------------
//teamLogo->Disable();
gameTitle->Disable();
readyScreen->Disable();
scene_lvl1->Disable();
scene_lvl3->Disable();
continueScreen->Disable();
gameOverScreen->Disable();
//other modules -----
player[0]->Disable();
player[1]->Disable(); //second player
//player2->Disable();
playerUnit[0]->Disable();
playerUnit[1]->Disable();
//player2Unit->Disable();
collision->Disable();
particles->Disable();
modulePowerUp->Disable();
winScreen->Disable();
enemies->Disable();
// -----------------------------------
//all modules have their init
for(int i = 0; i < NUM_MODULES && ret == true; ++i)
ret = modules[i]->Init();
//but only the needed have start
for(int i = 0; i < NUM_MODULES && ret == true; ++i)
//for (int i = NUM_MODULES; i >= 0 && ret == true; --i) //only if the scene is load at first stage
ret = modules[i]->IsEnabled() ? modules[i]->Start() : true; //(for debug and testing new functionalities)
return ret;
}
update_status Application::Update()
{
update_status ret = UPDATE_CONTINUE;
if (App->input->keyboard[SDL_SCANCODE_P] == KEY_DOWN && (moduleUI->UI == SCENE || moduleUI->UI == PAUSE))
{
if (gamePause)
{
gamePause = false;
Mix_ResumeMusic();
Mix_Resume(-1);
moduleUI->UI = SCENE;
}
else
{
gamePause = true;
Mix_PauseMusic();
Mix_Pause(-1);
moduleUI->UI = PAUSE;
}
}
if (!gamePause)
{
for (int i = 0; i < NUM_MODULES && ret == UPDATE_CONTINUE; ++i)
ret = modules[i]->IsEnabled() ? modules[i]->PreUpdate() : UPDATE_CONTINUE;
for (int i = 0; i < NUM_MODULES && ret == UPDATE_CONTINUE; ++i)
ret = modules[i]->IsEnabled() ? modules[i]->Update() : UPDATE_CONTINUE;
for (int i = 0; i < NUM_MODULES && ret == UPDATE_CONTINUE; ++i)
ret = modules[i]->IsEnabled() ? modules[i]->PostUpdate() : UPDATE_CONTINUE;
}
else
{
// check input
// update only basic modules
ret = input->PreUpdate();
moduleUI->PostUpdate();
//render->PreUpdate();
render->PostUpdate();
}
return ret;
}
bool Application::CleanUp()
{
bool ret = true;
for(int i = NUM_MODULES - 1; i >= 0 && ret == true; --i)
ret = modules[i]->CleanUp();
App->collision->CleanUp(); // individual cleanup when all modules are cleanedUp when exits gameLoop
//App->render->CleanUp();
return ret;
}