#include "../common/GameConfig.h"
#include "../common/GameState.h"
#include "../graphics/ColorFade.h"
+#include "../menu/PartyMenu.h"
#include <algorithm>
using common::GameConfig;
using geometry::Vector;
using graphics::ColorFade;
+using menu::PartyMenu;
namespace map {
}
-void MapState::OnEnterState(Application &c, SDL_Surface *screen) {
+void MapState::OnEnterState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
LoadMap(map);
}
-void MapState::OnExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
}
-void MapState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
}
-void MapState::OnPauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(SDL_Surface *screen) {
}
void MapState::HandleEvents(const Input &input) {
+ if (input.JustPressed(Input::ACTION_X)) {
+ Ctrl().PushState(new PartyMenu(game));
+ return;
+ }
+
if (!controlled) return;
if (input.IsDown(Input::PAD_UP)) {
void MapState::HandleSyscall(common::ScriptRunner &r) {
- switch (r.Integer0()) {
+ switch (r.IntegerRegister(0)) {
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 TransitionState(this, reinterpret_cast<Map *>(r.AddressRegister(0)), r.VectorRegister(0)));
ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
fadeOut->SetLeadOutTime(500);
Ctrl().PushState(fadeOut);