}
-void BattleState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnEnterState(Application &ctrl, SDL_Surface *screen) {
for (int i(0); i < 4; ++i) {
heroes[i].Position() = heroesLayout->CalculatePosition(i, background->w, background->h);
heroes[i].SpellMenu() = *res->spellMenuProperties;
ClearAllAttacks();
}
-void BattleState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnExitState(Application &ctrl, SDL_Surface *screen) {
}
-void BattleState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
if (ranAway) {
ctrl.PopState(); // quit the battle scene
return;
return true;
}
-void BattleState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void BattleState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
}