#include "mygame.hpp" MyGame::MyGame() { _state = GameState::menu; std::cout << "in menu" << std::endl; compas2 = compas = Compas(); } MyGame::~MyGame() { } // Main game loop void MyGame::update(float deltaTime, sf::RenderWindow*window) { // std::cout << deltaTime << std::endl; if (deltaTime > BLACKVALUE) compas.incraeseTime(); 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) Game::i()->isRunning = false; // Exit the game like this if(event.key.code == sf::Keyboard::C) compas.start(); if(event.key.code == sf::Keyboard::Space) compas.add(); break; case (sf::Event::KeyReleased): if (event.key.code == sf::Keyboard::C) { compas.end(); std::cout << (compas == compas2) << std::endl; compas2 = compas; } break; case (sf::Event::MouseMoved): case (sf::Event::MouseButtonPressed): switch(_state){ case(GameState::menu): //std::cout << "still in menu" << std::endl; break; default: break; } default: break; } } // do shit } void MyGame::draw(sf::RenderWindow*window) { //a e s t h e t i c s window->clear(sf::Color::Cyan); // draw shit window->display(); }