#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(); }