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MainMenuState.cpp
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#pragma once
#include <sstream>
#include "DEFINITIONS.h"
#include "MainMenuState.h"
#include "GameState.h"
#include <iostream>
namespace CoreAidan
{
MainMenuState::MainMenuState(GameDataRef data) : _data(data)
{
}
void MainMenuState::Init()
{
this->_data->assets.LoadTexture("Main Menu Background", MAIN_MENU_BACKGROUND_FILEPATH);
this->_data->assets.LoadTexture("Game Title", GAME_TITLE_FILEPATH);
this->_data->assets.LoadTexture("Play Button", PLAY_BUTTON_FILEPATH);
_background.setTexture(this->_data->assets.GetTexture("Main Menu Background"));
_title.setTexture(this->_data->assets.GetTexture("Game Title"));
_playButton.setTexture(this->_data->assets.GetTexture("Play Button"));
_title.setPosition((SCREEN_WIDTH / 2) - (_title.getGlobalBounds().width / 2), _title.getGlobalBounds().height / 2);
_playButton.setPosition((SCREEN_WIDTH / 2) - (_playButton.getGlobalBounds().width / 2), (SCREEN_HEIGHT / 2) - (_playButton.getGlobalBounds().height / 2));
}
void MainMenuState::HandleInput()
{
sf::Event event;
while (this->_data->window.pollEvent(event))
{
if (sf::Event::Closed == event.type)
{
this->_data->window.close();
}
if (this->_data->input.IsSpriteClicked(this->_playButton, sf::Mouse::Left, this->_data->window))
{
// Switch To Main Menu
this->_data->machine.AddState(StateRef(new GameState(_data)), true);
}
}
}
void MainMenuState::Update(float dt)
{
}
void MainMenuState::Draw(float dt)
{
this->_data->window.clear(sf::Color::Red);
this->_data->window.draw(this->_background);
this->_data->window.draw(this->_title);
this->_data->window.draw(this->_playButton);
this->_data->window.display();
}
}