void MY_Scene_Base::update(Step * _step){ controller->update(_step); // basic debugging controls if(keyboard->keyJustDown(GLFW_KEY_ESCAPE)){ game->exit(); }if(keyboard->keyJustDown(GLFW_KEY_F11)){ game->toggleFullScreen(); }if(keyboard->keyJustDown(GLFW_KEY_1)){ cycleCamera(); }if(keyboard->keyJustDown(GLFW_KEY_2)){ toggleDebug(); } glm::uvec2 sd = sweet::getWindowDimensions(); uiLayer->resize(0, sd.x, 0, sd.y); Scene::update(_step); uiLayer->update(_step); }
void TTFB_MenuScene::update(Step* _step) { if(!musicPlaying) { music->play(true); musicPlaying = true; } bulletWorld->update(_step); glm::uvec2 sd = sweet::getScreenDimensions(); uiLayer.resize(0, sd.x, 0, sd.y); uiLayer.update(_step); if(keyboard->keyJustDown(GLFW_KEY_F12)){ game->toggleFullScreen(); } if(keyboard->keyJustDown(GLFW_KEY_1)){ cycleCamera(); } debugCam->update(_step); camController->update(_step); if((controller->IsConnected() && controller->specialFireButton.justDown()) || keyboard->keyJustUp(GLFW_KEY_P)) { if(introScreen->isVisible()){ controller->clearBindings(); ((TTFB_Game *)game)->switchToScene(SPAMALOT); return; }else { introScreen->setVisible(true); introSpeech->play(); } } Scene::update(_step); }