#include "playscene.hpp" PlayScene::PlayScene(){ } void PlayScene::update(float deltaTime, sf::RenderWindow*window){ //float dx = InputManager::action(InputAction::moveX0); //_buttons[0]->move(dx,0); //std::cout << dx << std::endl; for(unsigned int i = 0; i < _buttons.size(); ++i){ _buttons[i]->update(window->mapPixelToCoords(sf::Vector2i(sf::Mouse::getPosition(*window)))); } } void PlayScene::draw(sf::RenderWindow* window){ for(unsigned int i = 0; i < _buttons.size(); ++i){ window->draw(*_buttons[i]); } } void PlayScene::updateEvents(sf::Event e){ // std::cout << "update menu buttons" << std::endl; for(unsigned int i = 0; i < _buttons.size(); ++i){ _buttons[i]->handleMouseEvent(e); } MyGame* g = static_cast(Game::i()); if (_start.getClicks() > 0){ // g->changeScene(GameScene::inGame); std::cout << "Game not ready to be played. Please Wait." << std::endl; } else if(_exit.getClicks() > 0) g->isRunning = false; }