This repository has been archived on 2022-12-14. You can view files and clone it, but cannot push or open issues or pull requests.
WaveGGJ17/VaporWaveWars/playscene.cpp
2017-01-21 03:42:50 +01:00

34 lines
1 KiB
C++

#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<MyGame*>(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;
}