#include "mygame.hpp" MyGame::MyGame() { _scene = GameScene::menu; _scenes = std::vector(SCENE_NUM); _menu = new Menu; _scenes[GameScene::menu] = _menu; _scenes[GameScene::inGame] = _combat; _scenes[GameScene::help] = _menu; _scenes[GameScene::credits] = _menu; //std::cout << "in menu" << std::endl; SoundManager::load(); SoundManager::setLoop(true, "intro"); SoundManager::playMusic("intro"); } MyGame::~MyGame() { delete _menu; delete _combat; } MyGame* i(){ } void MyGame::changeScene(GameScene::gameScene n){ _scene = n; if(_scenes[_scene] == NULL){ if(_scene == GameScene::inGame){ SoundManager::stopMusic("intro"); _combat = new Combat; _scenes[_scene] = _combat; SoundManager::setLoop(true, "clicks"); SoundManager::setVolume(85,"clicks"); SoundManager::playMusic("clicks"); } } } // Main game loop void MyGame::update(float deltaTime, sf::RenderWindow*window) { // //std::cout << deltaTime << std::endl; sf::Event event; while(window->pollEvent(event)){ switch (event.type) { case (sf::Event::Closed): Game::i()->isRunning = false; break; case (sf::Event::KeyPressed): if(event.key.code == sf::Keyboard::Escape) // Exit the game like this Game::i()->isRunning = false; break; case (sf::Event::MouseMoved): case (sf::Event::MouseButtonPressed): case (sf::Event::MouseButtonReleased): switch(_scene){ case(GameScene::menu): ////std::cout << "still in menu" << std::endl; break; default: break; } default: break; } _scenes[_scene]->updateEvents(event); } // do shit _scenes[_scene]->update(deltaTime,window); } void MyGame::draw(sf::RenderWindow*window) { //a e s t h e t i c s window->clear(sf::Color::Black); // draw shit _scenes[_scene]->draw(window); window->display(); }