[Remove] Removed instantiation of Game* game as KonoM seemd to have moved it.
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9a23bd1547
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816ea51c86
@ -25,20 +25,20 @@
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#endif
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#endif
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static gameNavVal_t RunGame(bool load) {
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static gameNavVal_t RunGame(bool load) {
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Debug::logger->message("Entering game state..");
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Debug::logger->message("Entering game state..");
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Game* game = new Game;
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Game* game = new Game;
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if(load) {
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game->Load("save");
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} else {
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game->New("save");
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}
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gameNavVal_t ret = game->Run();
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if(load) {
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game->Load("save");
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delete game;
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} else {
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game->New("save");
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return ret;
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}
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gameNavVal_t ret = game->Run();
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delete game;
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return ret;
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}
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}
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#if !defined(_WIN32) || defined(_DEBUG)
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#if !defined(_WIN32) || defined(_DEBUG)
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@ -47,95 +47,93 @@ int main() {
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int WINAPI WinMain(HINSTANCE,HINSTANCE,LPSTR,int) {
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int WINAPI WinMain(HINSTANCE,HINSTANCE,LPSTR,int) {
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#endif
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#endif
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Debug::openLog(true);
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Debug::openLog(true);
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Debug::logger->message("\n----- Engine Loading -----");
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Debug::logger->message("\n----- Engine Loading -----");
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if(SDL_Init(SDL_INIT_VIDEO == -1)) {
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if(SDL_Init(SDL_INIT_VIDEO == -1)) {
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system("zenity --error --text=\"Could not load SDL\"");
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system("zenity --error --text=\"Could not load SDL\"");
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Debug::logger->message("Error: Could not load SDL");
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Debug::logger->message("Error: Could not load SDL");
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return 1;
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return 1;
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} else
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} else
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Debug::logger->message("SDL loaded..");
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Debug::logger->message("SDL loaded..");
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if(TTF_Init() == -1) {
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if(TTF_Init() == -1) {
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system("zenity --error --text=\"Could not load SDL_TTF\"");
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system("zenity --error --text=\"Could not load SDL_TTF\"");
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Debug::logger->message("Error: Could not load SDL_TTF");
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Debug::logger->message("Error: Could not load SDL_TTF");
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return 1;
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return 1;
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} else
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} else
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Debug::logger->message("SDL_TTF loaded..");
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Debug::logger->message("SDL_TTF loaded..");
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screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE);
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screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE);
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Debug::logger->message("Video mode set..");
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Debug::logger->message("Video mode set..");
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SDL_WM_SetCaption("fps - 00", NULL);
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SDL_WM_SetCaption("fps - 00", NULL);
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srand((unsigned int)time(NULL));
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srand((unsigned int)time(NULL));
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camera.x = 0;
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camera.x = 0;
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camera.y = 0;
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camera.y = 0;
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camera.w = SCREEN_WIDTH;
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camera.w = SCREEN_WIDTH;
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camera.h = SCREEN_HEIGHT;
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camera.h = SCREEN_HEIGHT;
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errorTexture = LoadImage("../Data/Media/error.png");
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errorTexture = LoadImage("../Data/Media/error.png");
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Text::LoadFonts();
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Text::LoadFonts();
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Game* game = NULL;
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Debug::logger->message("Creating mainmenu..");
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MainMenu* menu = new MainMenu;
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Debug::logger->message("Creating mainmenu..");
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Debug::logger->message("\n----- Engine Initialization Complete -----");
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MainMenu* menu = new MainMenu;
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Debug::logger->message("\n----- Logic -----");
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Debug::logger->message("\n----- Engine Initialization Complete -----");
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bool menuRunning = true;
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Debug::logger->message("\n----- Logic -----");
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while(menuRunning) {
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switch(menu->Run()) {
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case mainMenuNewGame:
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delete menu;
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switch(RunGame(false)) {
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case gameMainMenu:
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menu = new MainMenu;
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break;
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case gameQuitGame:
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menuRunning = false;
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break;
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}
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break;
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case mainMenuLoadGame:
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delete menu;
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switch(RunGame(true)) {
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case gameMainMenu:
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menu = new MainMenu;
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break;
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case gameQuitGame:
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menuRunning = false;
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break;
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}
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break;
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case mainMenuOptions:
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break;
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case mainMenuExitGame:
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menuRunning = false;
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delete menu;
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break;
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}
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}
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//stringstream caption;
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//caption << "Unuk - FPS: " << fps;
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bool menuRunning = true;
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//SDL_WM_SetCaption(caption.str().c_str(), NULL);
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while(menuRunning) {
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switch(menu->Run()) {
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case mainMenuNewGame:
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delete menu;
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switch(RunGame(false)) {
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case gameMainMenu:
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menu = new MainMenu;
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break;
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case gameQuitGame:
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menuRunning = false;
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break;
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}
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break;
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case mainMenuLoadGame:
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delete menu;
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switch(RunGame(true)) {
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case gameMainMenu:
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menu = new MainMenu;
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break;
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case gameQuitGame:
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menuRunning = false;
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break;
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}
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break;
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case mainMenuOptions:
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break;
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case mainMenuExitGame:
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menuRunning = false;
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delete menu;
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break;
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}
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}
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//stringstream caption;
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//caption << "Unuk - FPS: " << fps;
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//SDL_WM_SetCaption(caption.str().c_str(), NULL);
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// Clean up after ourselves.
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Text::FreeFonts();
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// Clean up after ourselves.
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SDL_FreeSurface(screen);
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Text::FreeFonts();
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SDL_FreeSurface(errorTexture);
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SDL_FreeSurface(screen);
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SDL_Quit();
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SDL_FreeSurface(errorTexture);
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TTF_Quit();
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SDL_Quit();
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return 0;
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TTF_Quit();
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return 0;
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}
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}
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