MapState::MapState(GameConfig *g, Map *map)
: game(g)
-, ctrl(0)
, map(map)
, controlled(0)
, pushed(0)
}
-void MapState::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void MapState::OnEnterState(Application &c, SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
LoadMap(map);
}
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(Application &ctrl, SDL_Surface *screen) {
}
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
}
-void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}
-void MapState::Resize(int width, int height) {
+void MapState::OnResize(int width, int height) {
camera.Resize(width, height);
}
ColorFade *fadeOut(new ColorFade(this, 0, 500));
fadeOut->SetLeadOutTime(500);
- ctrl->PushState(fadeIn);
- ctrl->PushState(battleState);
- ctrl->PushState(fadeOut);
+ Ctrl().PushState(fadeIn);
+ Ctrl().PushState(battleState);
+ Ctrl().PushState(fadeOut);
// TODO: move entity erase to happen after the transition or battle
entities.erase(e);
return true;
map = m;
for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
entities.push_back(e);
+ e->ResetPosition(map->Tileset()->Size());
}
for (Entity *e(controlled); e; e = e->Follower()) {
entities.push_back(e);
void MapState::HandleSyscall(common::ScriptRunner &r) {
switch (r.Integer0()) {
case TRANSITION: {
- ctrl->PushState(new ColorFade(this, 0, 500, true));
- ctrl->PushState(new TransitionState(this, reinterpret_cast<Map *>(r.Address0()), r.Vector0()));
+ Ctrl().PushState(new ColorFade(this, 0, 500, true));
+ Ctrl().PushState(new TransitionState(this, reinterpret_cast<Map *>(r.Address0()), r.Vector0()));
ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
fadeOut->SetLeadOutTime(500);
- ctrl->PushState(fadeOut);
+ Ctrl().PushState(fadeOut);
break;
}
}