/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
/** The GameSession class controlls the controll flow of a World, ie.
present the menu on specifc keypresses, render and update it while
/** If true the end_sequence will be played, user input will be
ignored while doing that */
/** If true the end_sequence will be played, user input will be
ignored while doing that */
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
DrawingContext* context;
public:
enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
private:
ExitStatus exit_status;
public:
DrawingContext* context;
const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }
const std::string& spawnpointname);
Sector* get_current_sector()
{ return currentsector; }