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65 lines
1.3 KiB
C++
65 lines
1.3 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(game->getFont());
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m->offset = glm::vec2(50.f, 100.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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}
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void PauseState::exit()
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{
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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(sf::RenderWindow& w)
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{
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MapRenderer::MapInfo map;
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map.scale = 0.25f;
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map.viewport = glm::vec2(w.getSize().x, w.getSize().y);
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map.mapSize = map.viewport;
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map.mapPos = map.viewport / 2.f;
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if( getWorld()->state.player )
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{
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map.center = glm::vec2(getWorld()->state.player->getCharacter()->getPosition());
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}
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getWorld()->renderer.map.draw(map);
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State::draw(w);
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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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