using app::Input;
using common::Capsule;
using common::Stats;
-using geometry::Vector;
+using math::Vector;
using graphics::Font;
using graphics::Frame;
}
}
-void CapsuleMenu::UpdateWorld(float deltaT) {
+void CapsuleMenu::UpdateWorld(Uint32 deltaT) {
}
void CapsuleMenu::RenderWheel(SDL_Surface *screen, const Vector<int> &offset) const {
Res().capsuleAlignmentWheel->DrawCenter(screen, offset);
- Res().capsuleAlignmentCursor->DrawCenter(screen, offset + Game().state->capsule->AlignmentOffset());
+ Res().capsuleAlignmentCursor->DrawCenter(screen, offset + Game().state->GetCapsule().AlignmentOffset());
}
void CapsuleMenu::RenderStats(SDL_Surface *screen, const Vector<int> &offset) const {
font.DrawNumberRight(capsule.NextLevel(), screen, lineHead);
}
-void CapsuleMenu::RenderStatsLine(SDL_Surface *screen, const geometry::Vector<int> &offset, const char *name, int value) const {
+void CapsuleMenu::RenderStatsLine(SDL_Surface *screen, const math::Vector<int> &offset, const char *name, int value) const {
const Font &font(*Res().statusFont);
const Vector<int> numberOffset(4 * font.CharWidth(), 0);
}
Capsule &CapsuleMenu::GetCapsule() {
- return *Game().state->capsule;
+ return Game().state->GetCapsule();
}
const Capsule &CapsuleMenu::GetCapsule() const {
- return *Game().state->capsule;
+ return Game().state->GetCapsule();
}
}