void MainMenu::onKeyDown(KeyboardEvent* event) { switch (event->keyCode()) { case SDLK_e: case SDLK_ESCAPE: doExit(); break; case SDLK_n: doNewGame(); break; case SDLK_l: doLoadGame(); break; case SDLK_i: doIntro(); break; case SDLK_c: doCredits(); break; case SDLK_o: doSettings(); break; } }
/** Reset many game state variables */ void Micropolis::initWillStuff() { randomlySeedRandom(); initGraphMax(); destroyAllSprites(); roadEffect = MAX_ROAD_EFFECT; policeEffect = MAX_POLICE_STATION_EFFECT; fireEffect = MAX_FIRE_STATION_EFFECT; cityScore = 500; cityPop = -1; cityTimeLast = -1; cityYearLast = -1; cityMonthLast = -1; totalFundsLast = -1; resLast = comLast = indLast = -999999; roadFund = 0; policeFund = 0; fireFund = 0; valveFlag = true; disasterEvent = SC_NONE; taxFlag = false; populationDensityMap.clear(); trafficDensityMap.clear(); pollutionDensityMap.clear(); landValueMap.clear(); crimeRateMap.clear(); terrainDensityMap.clear(); rateOfGrowthMap.clear(); comRateMap.clear(); policeStationMap.clear(); policeStationEffectMap.clear(); fireStationMap.clear(); fireStationEffectMap.clear(); doNewGame(); doUpdateHeads(); }
void MainMenu::onNewGameButtonClick(MouseEvent* event) { doNewGame(); }