Exemple #1
0
bool GameState::handleEvent(const sf::Event& event)
{
	// Game input handling
	CommandQueue& commands = mWorld.getCommandQueue();
	mPlayer.handleEvent(event, commands);

	// Escape pressed, trigger the pause screen
	if (event.type == sf::Event::KeyPressed && 
		event.key.code == sf::Keyboard::Escape)
	{
		requestStackPush(States::Pause);
	}

	// F3 is pressed, so bring up the debug overlay
	else if (event.type == sf::Event::KeyPressed && 
		event.key.code == sf::Keyboard::F3)
	{
		if (mDebugOverlay == false)
		{
			requestStackPush(States::Debug);
			mDebugOverlay = true;
		}
		else
		{
			requestStackPop();
			mDebugOverlay = false;
		}
	}

		

	return true;
}
Exemple #2
0
 void GameState::onNotify(std::shared_ptr<baseEvent> e){
     switch(e->getType()){
         case EventType::LEVEL_COMPLETE:{
             if(currentLevel<(totalLevels-1)){
                 ++currentLevel;
                 eventQueue = level->getEventQueue(currentLevel);
                 gameEventDispatcher = level->getGameEventDispatcher(currentLevel);
                 gameEventDispatcher->LevelComplete.addObserver(this);
                 gameEventDispatcher->LevelFailed.addObserver(this);
                 gameEventDispatcher->UpdateScore.addObserver(this);
             }else if(currentLevel == (totalLevels-1)){
                 requestStackPush(AppStates::GameSucceed);
             }
         }
             break;
         case EventType::LEVEL_FAILED:{
             requestStackPush(AppStates::GameFailed);
         }
             break;
         case EventType::UPDATE_SCORE:{
             score += std::get<0>(e->getAttributes<EventsAlias::update_score>());
             textScore.setString(Utils::toString(score));
         }
             break;
         default:
             break;
     }
 }
MenuState::MenuState(StateStack& stack, Context context)
: State(stack, context)
, mGUIContainer()
{
	sf::Texture& texture = context.textures->get(Textures::TitleScreen);
	mBackgroundSprite.setTexture(texture);

	auto playButton = std::make_shared<GUI::Button>(context);
	playButton->setPosition(100, 300);
	playButton->setText("Play");
	playButton->setCallback([this] ()
	{
		requestStackPop();
		requestStackPush(States::Game);
	});

	auto hostPlayButton = std::make_shared<GUI::Button>(context);
	hostPlayButton->setPosition(100, 350);
	hostPlayButton->setText("Host");
	hostPlayButton->setCallback([this] ()
	{
		requestStackPop();
		requestStackPush(States::HostGame);
	});

	auto joinPlayButton = std::make_shared<GUI::Button>(context);
	joinPlayButton->setPosition(100, 400);
	joinPlayButton->setText("Join");
	joinPlayButton->setCallback([this] ()
	{
		requestStackPop();
		requestStackPush(States::JoinGame);
	});

	auto settingsButton = std::make_shared<GUI::Button>(context);
	settingsButton->setPosition(100, 450);
	settingsButton->setText("Settings");
	settingsButton->setCallback([this] ()
	{
		requestStackPush(States::Settings);
	});

	auto exitButton = std::make_shared<GUI::Button>(context);
	exitButton->setPosition(100, 500);
	exitButton->setText("Exit");
	exitButton->setCallback([this] ()
	{
		requestStackPop();
	});

	mGUIContainer.pack(playButton);
	mGUIContainer.pack(hostPlayButton);
	mGUIContainer.pack(joinPlayButton);
	mGUIContainer.pack(settingsButton);
	mGUIContainer.pack(exitButton);

	// Play menu theme
	context.music->play(Music::MenuTheme);
}
Exemple #4
0
 bool MenuState::handleEvent(const sf::Event& event){
 #if defined ANDROID
     auto& window = *getContext().window;
     if(event.type == sf::Event::TouchEnded){
         sf::Vector2f pos = static_cast<sf::Vector2f>(window.mapPixelToCoords(sf::Vector2i(event.touch.x, event.touch.y), window.getView()));
         for(const auto& text:mOptions){
             if(text.getGlobalBounds().contains(pos)){
                 if(text.getString() == "Play"){
                     requestStackPop();
                     requestStackPush(AppStates::Game);
                 }else if(text.getString() == "Help"){
                     requestStackPush(AppStates::Help);
                 }else if(text.getString() == "Exit"){
                     requestStackPop();
                 }
             }
         }
     }else if(event.type == sf::Event::KeyReleased){
         if(event.key.code == sf::Keyboard::Escape){
             requestStackPop();
         }
     }else if(event.type == sf::Event::LostFocus){
         requestStackPop();
     }
 #else
     if(event.type != sf::Event::KeyReleased){
         return false;
     }
     if(event.key.code == sf::Keyboard::Return){
         if(mOptionIndex == Play){
             requestStackPop();
             requestStackPush(AppStates::Game);
         }else if(mOptionIndex == Help){
             requestStackPush(AppStates::Help);
         }else if(mOptionIndex == Exit){
             requestStackPop();
         }
     }else if(event.key.code == sf::Keyboard::Up){
         if(mOptionIndex > 0){
             mOptionIndex--;
         }
         else{
             mOptionIndex = mOptions.size() - 2;
         }
         updateOptionText();
     }else if(event.key.code == sf::Keyboard::Down){
         if(mOptionIndex < mOptions.size() - 2){
             mOptionIndex++;
         }else{
             mOptionIndex = 0;
         }
         updateOptionText();
     }
 #endif
     return true;
 }
//private
void MenuHighScoreState::buildMenu(const sf::Font& font)
{
    const float centreX = xy::DefaultSceneSize.x / 2.f;

    const auto& scores = getContext().appInstance.getScores();
    auto list = xy::UI::create<xy::UI::ScoreList>(font);
    list->setAlignment(xy::UI::Alignment::Centre);
    list->setPosition(centreX, 590.f);
    list->setList(scores);
    list->setIndex(getContext().appInstance.getLastScoreIndex());
    m_uiContainer.addControl(list);

    auto upScroll = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/scroll_arrow_vertical.png"));
    upScroll->setAlignment(xy::UI::Alignment::Centre);
    upScroll->setPosition(1310, 470.f);
    upScroll->addCallback([list]()
    {
        list->scroll(list->getVerticalSpacing());
    });
    m_uiContainer.addControl(upScroll);

    auto downScroll = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/scroll_arrow_vertical.png"));
    downScroll->setAlignment(xy::UI::Alignment::Centre);
    downScroll->setRotation(180.f);
    downScroll->setPosition(1310.f, 720.f);
    downScroll->addCallback([list]()
    {
        list->scroll(-list->getVerticalSpacing());
    });
    m_uiContainer.addControl(downScroll);
    
    auto button = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/start_button.png"));
    button->setString("OK");
    button->setAlignment(xy::UI::Alignment::Centre);
    button->setPosition(centreX, 875.f);
    button->addCallback([this]()
    {
        auto msg = m_messageBus.post<xy::Message::UIEvent>(xy::Message::UIMessage);
        msg->type = xy::Message::UIEvent::MenuClosed;
        msg->value = 0.f;
        msg->stateID = (m_endGame) ? States::ID::HighScoresEnd : States::ID::HighScoresMenu;

        if (m_endGame)
        {
            requestStackClear();
            requestStackPush(States::ID::MenuBackground);
        }
        else
        {
            requestStackPop();
            requestStackPush(States::ID::MenuMain);
        }
        
    });
    m_uiContainer.addControl(button);
}
//private
void MenuPauseState::buildMenu(const sf::Font& font)
{
    const float centreX = xy::DefaultSceneSize.x / 2.f;

    auto label = xy::UI::create<xy::UI::Label>(font);
    label->setAlignment(xy::UI::Alignment::Centre);
    label->setPosition(centreX, 300.f);
    label->setString("PAUSED");
    m_uiContainer.addControl(label);
    
    auto button = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/start_button.png"));
    button->setString("Continue");
    button->setAlignment(xy::UI::Alignment::Centre);
    button->setPosition(centreX, 425.f);
    button->addCallback([this]()
    {
        close();
    });
    m_uiContainer.addControl(button);

    button = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/start_button.png"));
    button->setString("Options");
    button->setAlignment(xy::UI::Alignment::Centre);
    button->setPosition(centreX, 525.f);
    button->addCallback([this]()
    {
        close();
        requestStackPush(States::ID::PausedOptions);
    });
    m_uiContainer.addControl(button);

    button = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/start_button.png"));
    button->setString("Quit to Main");
    button->setAlignment(xy::UI::Alignment::Centre);
    button->setPosition(centreX, 625.f);
    button->addCallback([this]()
    {
        close();
        requestStackClear();
        requestStackPush(States::ID::MenuBackground);
    });
    m_uiContainer.addControl(button);

    button = xy::UI::create<xy::UI::Button>(font, m_textureResource.get("assets/images/ui/start_button.png"));
    button->setString("Exit to Desktop");
    button->setAlignment(xy::UI::Alignment::Centre);
    button->setPosition(centreX, 725.f);
    button->addCallback([this]()
    {
        xy::App::quit();
    });
    m_uiContainer.addControl(button);
}
Exemple #7
0
MenuState::MenuState(trmb::StateStack& stack, trmb::State::Context context)
: trmb::State(stack, context)
, mFullscreen(0x5a0d2314)
, mWindowed(0x11e3c735)
, mGUIContainer(context.window)
{
	// ALW - Calculate x, y coordinates relative to the center of the window,
	// ALW - so GUI elements are equidistance from the center in any resolution.
	const sf::Vector2f center = sf::Vector2f(context.window->getSize() / 2u);

	sf::Texture& texture = context.textures->get(Textures::ID::TitleScreen);
	mBackgroundSprite.setTexture(texture);
	trmb::centerOrigin(mBackgroundSprite);
	mBackgroundSprite.setPosition(center);

	const float x = center.x - 375.0f;
	const float y = center.y - 100.0f;
	const float buttonHeight = 50.0f;

	mPlayButton = std::make_shared<trmb::Button>(context, Fonts::ID::Main, SoundEffects::ID::Button, Textures::ID::Buttons, 200, 50);
	mPlayButton->setPosition(x, y);
	mPlayButton->setText("Play");
	mPlayButton->setCallback([this]()
	{
		requestStackPop();
		requestStackPush(States::ID::Game);
	});

	mSettingsButton = std::make_shared<trmb::Button>(context, Fonts::ID::Main, SoundEffects::ID::Button, Textures::ID::Buttons, 200, 50);
	mSettingsButton->setPosition(x, y + buttonHeight);
	mSettingsButton->setText("Settings");
	mSettingsButton->setCallback([this]()
	{
		requestStackPush(States::ID::Settings);
	});

	mExitButton = std::make_shared<trmb::Button>(context, Fonts::ID::Main, SoundEffects::ID::Button, Textures::ID::Buttons, 200, 50);
	mExitButton->setPosition(x, y + 2.0f * buttonHeight);
	mExitButton->setText("Exit");
	mExitButton->setCallback([this]()
	{
		requestStackPop();
	});

	mGUIContainer.pack(mPlayButton);
	mGUIContainer.pack(mSettingsButton);
	mGUIContainer.pack(mExitButton);

	// Play menu theme
	context.music->play(Music::ID::MenuTheme);
}
PlayState::PlayState(StateStack& stack, Context context) : State(stack, context), mGUIContainer() {
	sf::Texture& texture = context.textures->get(Textures::TitleScreen);
	mBackgroundSprite.setTexture(texture);
	sf::Vector2f windowSize(context.window->getSize());

	auto playButton = std::make_shared<GUI::Button>(context);
	playButton->setPosition(0.4f * windowSize.x, 0.3f * windowSize.y);
	playButton->setText("New Game");
	playButton->setCallback([this]() {
		requestStackPop();
		requestStackPush(States::Game);
	});

	auto LevelButton = std::make_shared<GUI::Button>(context);
	LevelButton->setPosition(0.4f * windowSize.x, 0.4f * windowSize.y);
	LevelButton->setText("Select Level");
	LevelButton->setCallback([this]() {
		requestStackPush(States::LevelSelect);
	});

	auto UpgradesButton = std::make_shared<GUI::Button>(context);
	UpgradesButton->setPosition(0.4f * windowSize.x, 0.5f * windowSize.y);
	UpgradesButton->setText("Ship Modifications");
	UpgradesButton->setCallback([this]() {
		requestStackPush(States::Upgrade);
	});

	auto LeaderBButton = std::make_shared<GUI::Button>(context);
	LeaderBButton->setPosition(0.4f * windowSize.x, 0.6f * windowSize.y);
	LeaderBButton->setText("Leaderboards");
	LeaderBButton->setCallback([this]() {
		requestStackPush(States::Leader);
	});


	auto backButton = std::make_shared<GUI::Button>(context);
	backButton->setPosition(0.4f * windowSize.x, 0.8f * windowSize.y);
	backButton->setText("Back");
	backButton->setCallback([this]() {
		requestStackPop();
		requestStackPush(States::Menu);
	});

	mGUIContainer.pack(playButton);
	mGUIContainer.pack(LevelButton);
	mGUIContainer.pack(UpgradesButton);
	mGUIContainer.pack(LeaderBButton);
	mGUIContainer.pack(backButton);
}
Exemple #9
0
bool TitleState::handleEvent(const sf::Event& event)
{
    /* Lazy way to completely abort this state -- we don't need it */
    requestStackPop();
    requestStackPush(States::Menu);

    // If the any key is pressed, trigger the next screen
    if (event.type == sf::Event::KeyPressed)
    {
        requestStackPop();
        requestStackPush(States::Menu);
    }

    return true;
}
void SelectionState::onExit(int code)
{
    switch (code)
    {
    case 3:
        emit requestStackPop();
        break;
    case 1:
    {
        QFile file("qml/HCIProject/GameScreen/current.txt");

        if (file.open(QIODevice::WriteOnly))
        {
            QTextStream out(&file);

            out << m_charSlots[m_selected]->property("charName").toString() << " ";
            out << m_charSlots[m_selected]->property("charInfo").toString();

            file.close();
        }
        emit requestStackPush(State::LOADING, false);
        break;
    }
    }
}
bool TitleState::handleEvent(const sf::Event& event) {
	if (event.type == sf::Event::KeyReleased) {
		requestStackPop();
		requestStackPush(States::Game);
	}
	return true;
}
PauseState::PauseState(StateStack& stack, Context context)
: State(stack, context)
, mBackgroundSprite()
, mPausedText()
, mGUIContainer()
{
	sf::Font& font = context.fonts->get(Fonts::Main);
	sf::Vector2f windowSize(context.window->getSize());

	mPausedText.setFont(font);
	mPausedText.setString("Game Paused");	
	mPausedText.setCharacterSize(70);
	centerOrigin(mPausedText);
	mPausedText.setPosition(0.5f * windowSize.x, 0.4f * windowSize.y);

	auto returnButton = std::make_shared<GUI::Button>(*context.fonts, *context.textures);
	returnButton->setPosition(0.5f * windowSize.x - 100, 0.4f * windowSize.y + 75);
	returnButton->setText("Return");
	returnButton->setCallback([this] ()
	{
		requestStackPop();
	});

	auto backToMenuButton = std::make_shared<GUI::Button>(*context.fonts, *context.textures);
	backToMenuButton->setPosition(0.5f * windowSize.x - 100, 0.4f * windowSize.y + 125);
	backToMenuButton->setText("Back to menu");
	backToMenuButton->setCallback([this] ()
	{
		requestStateClear();
		requestStackPush(States::Menu);
	});

	mGUIContainer.pack(returnButton);
	mGUIContainer.pack(backToMenuButton);
}
Exemple #13
0
bool GameState::handleEvent(const sf::Event& event)
{
	if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
		requestStackPush(States::Pause);

	return true;
}
Exemple #14
0
MenuState::MenuState(StateStack& stateStack, Context context, States::ID id)
	:
	State(stateStack, context, id),
	m_play_button(context.textures->getTexture(Textures::Button), context.fonts->getFont(Fonts::Main)),
	m_exit_button(context.textures->getTexture(Textures::Button), context.fonts->getFont(Fonts::Main)),
	m_background(*context.textures->getTexture(Textures::Titlescreen)),
	m_background_move(true),
	m_button_fade(false)
{
	// Play button
	m_play_button.setAction([this] ()
	{
		requestStackPop();
		requestStackPush(States::Game);
	});
	m_play_button.setText("Play");
	m_play_button.setPosition(1280/2, 720/2 + 40);

	// Exit button
	m_exit_button.setAction([this] ()
	{
		requestStackClear();
	});
	m_exit_button.setText("Exit");
	m_exit_button.setPosition(1280/2, 720/2 + 80);

	// Background thing
	m_background.setPosition(640 - m_background.getLocalBounds().width/2, 360 - m_background.getLocalBounds().height/2);

	context.mouse->setState(gui::Mouse::Neutral);
}
bool LoadingState::update(sf::Time) {
    //si la tarea está creada, la continúo
    if (taskCreated) {
        if (loadingTask->isFinished()) {
            //si la tarea se ha terminado, comienzo el siguiente estado
            taskCreated=false;
            requestStackPop();
            requestStackPush(StatesID::Game);
            
        //avanzo en la completitud de la tarea
        } else {
            setCompletion(loadingTask->getCompletion());
        }
        
    //creo la tarea
    } else {
        context->actualLevel = new Level(*context->systemManager);
        std::string* level=new std::string("level1.xml");
        loadingTask = new LoadingLevel(context->nameLevel, context);
        loadingTask->execute();
        taskCreated = true;
    }
    
    return true;
}
bool GameState::update(sf::Time dt) {
    mWorld.update(dt);

    if (!mWorld.hasAlivePlayer()) {
        mPlayer.setMissionStatus(Player::MissionFailure);
        requestStackPush(States::GameOver);
    }
    else if (mWorld.hasPlayerReachedEnd()) {
        mPlayer.setMissionStatus(Player::MissionSuccess);
        requestStackPush(States::MissionSuccess);
    }

    CommandQueue& commands = mWorld.getCommandQueue();
    mPlayer.handleRealtimeInput(commands);

    return true;
}
bool TitleState::handleEvent(const sf::Event& event) {
    // If any key is pressed, trigger the next screen
    if (event.type == sf::Event::KeyReleased) {
        requestStackPop();
        requestStackPush(States::Menu);
    }

    return true;
}
Exemple #18
0
bool GameState::handleEvent(const sf::Event& evt)
{
    switch (evt.type)
    {
    case sf::Event::MouseButtonPressed:
    {  
        //auto position = getContext().renderWindow.mapPixelToCoords(sf::Mouse::getPosition(getContext().renderWindow));
        switch (evt.mouseButton.button)
        {
        case sf::Mouse::Left:
            //addBlock(position, blockSize);
            break;
        case sf::Mouse::Right:
            //addNpc(position);
            break;
        default: break;
        }
    break;
    }
    case sf::Event::KeyPressed:
        switch (evt.key.code)
        {
        case sf::Keyboard::Num1:

            break;
        case sf::Keyboard::Num2:
            //m_scoreBoard.enablePlayer(Category::PlayerTwo);
            break;
        case sf::Keyboard::P:
            requestStackPush(States::ID::Pause);
            break;
        default:break;
        }
        break;
    case sf::Event::JoystickButtonReleased:
        if (evt.joystickButton.button == 7)
            requestStackPush(States::ID::Pause);
        break;
    default: break;

    }
    
    return true;
}
Exemple #19
0
bool
LoadingState::update( sf::Time dt ) {
    if ( mLoadingTask.isFinished() ) {
        requestStackPop();
        requestStackPush( States::Game );
    } else {
        setCompletion( mLoadingTask.getCompletion() );
    }
    return true;
}
Exemple #20
0
bool TitleState::handleEvent(const sf::Event& event)
{
    if (event.type == sf::Event::KeyPressed)
    {
        requestStackPop();
        requestStackPush(States::ID::Menu);
    }

    return true;
}
Exemple #21
0
bool GameOverState::update(sf::Time dt){
	mElapsedTime += dt;

	if (mElapsedTime > sf::seconds(3)){
		requestStackClear();
		requestStackPush(States::Menu);
	}

	return false;
}
Exemple #22
0
bool GameState::handleEvent(const sf::Event& event)
{
	// Game input handling
	//mPlayer.handleEvent(event, commands);

	// Escape pressed, trigger the pause screen
	if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
		requestStackPush(StateID::Pause);

	return true;
}
Exemple #23
0
void MyFirstState::createScene()
{
    //add the systems
    auto& messageBus = getContext().appInstance.getMessageBus();
    m_scene.addSystem<xy::TextSystem>(messageBus);
    m_scene.addSystem<xy::UISystem>(messageBus);
    m_scene.addSystem<xy::RenderSystem>(messageBus);

    m_font.loadFromFile("ProggyClean.ttf");

    auto entity = m_scene.createEntity();
    entity.addComponent<xy::Transform>().setPosition(200.f, 200.f);
    entity.addComponent<xy::Text>(m_font).setString("xygine tutorial");
    entity.getComponent<xy::Text>().setCharacterSize(60);
    entity.addComponent<xy::Drawable>();

    entity = m_scene.createEntity();
    entity.addComponent<xy::Transform>().setPosition(200.f, 300.f);
    entity.addComponent<xy::Text>(m_font).setString("Play");
    entity.getComponent<xy::Text>().setCharacterSize(40);
    entity.addComponent<xy::Drawable>();

    entity.addComponent<xy::UIHitBox>().area = xy::Text::getLocalBounds(entity);

    auto callbackID = m_scene.getSystem<xy::UISystem>().addMouseButtonCallback(
        [&](xy::Entity, sf::Uint64 flags)
        {
            if(flags & xy::UISystem::LeftMouse)
            {
                requestStackClear();
                requestStackPush(States::GameState);
            }
        });
    entity.getComponent<xy::UIHitBox>().callbacks[xy::UIHitBox::MouseUp] = callbackID;

    entity = m_scene.createEntity();
    entity.addComponent<xy::Transform>().setPosition(200.f, 360.f);
    entity.addComponent<xy::Text>(m_font).setString("Quit");
    entity.getComponent<xy::Text>().setCharacterSize(40);
    entity.addComponent<xy::Drawable>();

    entity.addComponent<xy::UIHitBox>().area = xy::Text::getLocalBounds(entity);

    callbackID = m_scene.getSystem<xy::UISystem>().addMouseButtonCallback(
        [&](xy::Entity, sf::Uint64 flags)
        {
            if(flags & xy::UISystem::LeftMouse)
            {
                getContext().appInstance.quit();
            }
        });
    entity.getComponent<xy::UIHitBox>().callbacks[xy::UIHitBox::MouseUp] = callbackID;

}
bool GameOverState::update(sf::Time dt)
{
	// Show state for 3 seconds, after return to menu
	mElapsedTime += dt;
	if (mElapsedTime > sf::seconds(3))
	{
		requestStateClear();
		requestStackPush(States::Menu);
	}
	return false;
}
bool LevelSelectState::handleEvent(const sf::Event &event){
    
    if (event.type == sf::Event::KeyPressed){
        mLevelContainer->handleEvent(event);
        if (event.key.code == sf::Keyboard::Escape){
            requestStackPop();
            requestStackPush(ID::Menu);
        }
    }
    return false;
}
Exemple #26
0
bool TitleState::processEvent(const cpp3ds::Event& event)
{
	// If any key is pressed, trigger the next screen
	if (event.type == cpp3ds::Event::KeyPressed)
	{
		if (event.key.code == cpp3ds::Keyboard::Select) {
			requestStackClear();
			return true;
		}

		if (cpp3ds::Service::isEnabled(cpp3ds::NETWORK)) {
			requestStackPop();
			requestStackPush(States::ServerSelect);
		} else {
			getContext().transition.message = _("No internet connection.\nConnect to internet and retry.");
			requestStackPush(States::TransitionMessage);
		}
	}

	return true;
}
Exemple #27
0
bool TitleState::handleEvent(const sf::Event event)
{
	// Any key press will push the menu state
	if(event.type == sf::Event::KeyPressed)
	{
		requestStackPop();
		requestStackPush(States::MENU);
	}

	// True means, this state doesn't block states under it
	return true;
}
Exemple #28
0
bool EndState::handleEvent(const sf::Event& e)
{
	if (e.type == sf::Event::KeyPressed && e.key.code == sf::Keyboard::Escape)
	{
		ScoreGenerator& scores = *getContext().score;
		saveScore(scores.getScoreString());
		scores.resetScores();
		requestStackPop();
		requestStackPush(States::Title);
	}
	return false;
}
Exemple #29
0
void ScoreState::closeMenu()
{
    requestStackPop();
    requestStackPush(States::ID::Menu);

    Message msg;
    msg.type = Message::Type::UI;
    msg.ui.type = Message::UIEvent::MenuClosed;
    msg.ui.value = 0.f;
    msg.ui.stateId = States::ID::Score;
    m_messageBus.send(msg);
}
Exemple #30
0
bool GameState::handleEvent(const sf::Event& event)
{
    //game input handling
    //CommandQueue& commands = mScene.getCommandQueue();
    //mPlayer.handleEvent(event, commands);

    //Escape pressed, trigger the pause screen
    if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
    {
        requestStackPush(States::Pause);
    }

    return true;
}