#include "../graphics/Font.h"
#include "../graphics/Frame.h"
#include "../graphics/Texture.h"
+#include "../math/Vector.h"
using app::Input;
using common::Capsule;
using common::Inventory;
using common::Item;
-using geometry::Vector;
+using math::Vector;
using graphics::Font;
using graphics::Frame;
void CapsuleChangeMenu::HandleEvents(const Input &input) {
- if (input.JustPressed(Input::ACTION_B)) {
+ if (input.JustPressed(Input::ACTION_A)
+ || input.JustPressed(Input::ACTION_B)) {
Ctrl().PopState();
}
}
void CapsuleChangeMenu::NextCapsule() {
+ int storedClass = parent->Game().state->GetCapsule().ClassIndex();
int &index = parent->Game().state->capsule;
++index;
index %= parent->Game().state->NumCapsules();
++index;
index %= parent->Game().state->NumCapsules();
}
+ parent->Game().state->GetCapsule().SetClass(storedClass);
}
void CapsuleChangeMenu::PreviousCapsule() {
+ int storedClass = parent->Game().state->GetCapsule().ClassIndex();
int &index = parent->Game().state->capsule;
--index;
if (index < 0) index += parent->Game().state->NumCapsules();
--index;
if (index < 0) index += parent->Game().state->NumCapsules();
}
+ parent->Game().state->GetCapsule().SetClass(storedClass);
}
void CapsuleChangeMenu::NextClass() {
}
-void CapsuleChangeMenu::UpdateWorld(float deltaT) {
+void CapsuleChangeMenu::UpdateWorld(Uint32 deltaT) {
}