#include "mygame.hpp" MyGame::MyGame() { _scene = GameScene::menu; _scenes = std::vector(SCENE_NUM); _scenes[GameScene::menu] = &_menu; std::cout << "in menu" << std::endl; } MyGame::~MyGame() { } MyGame* i(){ return static_cast(Game::i()); } void MyGame::changeScene(GameScene::gameScene n){ _scene = n; } // Main game loop void MyGame::update(float deltaTime, sf::RenderWindow*window) { 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): _scenes[_scene]->updateButtons(event); switch(_scene){ case(GameScene::menu): //std::cout << "still in menu" << std::endl; break; default: break; } default: break; } } // 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::Cyan); // draw shit _scenes[_scene]->draw(window); window->display(); }