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XCEngine/MVS/Music fluctuations/source/game/Game.cpp

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#include"Game.h"
Game::Game(Context& p_context) :
m_context(p_context)
{
}
Game::~Game() {}
void Game::Update(float p_deltaTime)
{
/*Scene-Update*/
if (m_context.m_sceneManager.m_currentScene)
{
m_context.m_sceneManager.m_currentScene->Update(p_deltaTime);
}
/*Network-Update*/
/*Render-Update*/
m_context.m_renderer.RenderUI();
/*Audio-Update*/
m_context.m_audioManager.Update(p_deltaTime);
m_context.m_audioEngine.Update(p_deltaTime);
}
void Game::PreUpdate()
{
m_context.m_window.peekMessage();
m_context.m_window.Update();
m_context.m_gpu.clear();
}
void Game::PostUpdate()
{
m_context.m_window.swapBuffer();
}
void Game::OnEnter()
{
StartScene* m_startScene = new StartScene();
m_context.m_sceneManager.RegisterScene("start_scene", m_startScene);
m_startScene->m_context = &m_context;
m_context.m_sceneManager.ChangeScene(m_startScene);
/*Audio-Init*/
m_context.m_audioEngine.InitAudioEngine();
}
void Game::OnExit()
{
/*Audio-Exit*/
m_context.m_audioEngine.ExitAudioEngine();
}