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a967e190de
- Particle rendering is broken, since objects can't access renderer
62 lines
1.2 KiB
C++
62 lines
1.2 KiB
C++
#include "pausestate.hpp"
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#include "RWGame.hpp"
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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PauseState::PauseState(RWGame* game)
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: State(game)
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{
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Menu *m = new Menu(2);
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m->offset = glm::vec2( 200.f, 200.f );
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m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
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m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
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m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); }));
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this->enterMenu(m);
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}
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void PauseState::enter()
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{
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getWorld()->setPaused(true);
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}
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void PauseState::exit()
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{
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getWorld()->setPaused(false);
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}
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void PauseState::tick(float dt)
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{
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}
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void PauseState::draw(GameRenderer* r)
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{
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MapRenderer::MapInfo map;
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auto& vp = r->getRenderer()->getViewport();
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map.scale = 0.2f;
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map.mapScreenTop = glm::vec2(vp.x, vp.y);
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map.mapScreenBottom = glm::vec2(0.f, 0.f);
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game->getRenderer()->map.draw(map);
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State::draw(r);
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}
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void PauseState::handleEvent(const sf::Event &e)
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{
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switch(e.type) {
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case sf::Event::KeyPressed:
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switch(e.key.code) {
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case sf::Keyboard::Escape:
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StateManager::get().exit();
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break;
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default: break;
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}
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break;
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default: break;
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}
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State::handleEvent(e);
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}
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