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nsnake
Classic snake game for the terminal
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#include <GameStateMainMenu.hpp>


Public Member Functions | |
| void | load (int stack=0) |
| Where every state initializes it's resources. | |
| int | unload () |
| Gets called when we're leaving this menu. | |
| GameState::StateCode | update () |
| Called every frame, where states calculate everything that can change. | |
| void | draw () |
| Called every frame, where states draw stuff on screen. | |
Friends | |
| class | LayoutMainMenu |
Additional Inherited Members | |
| Public Types inherited from GameState | |
| enum | StateCode { QUIT , CONTINUE , MAIN_MENU , GAME_START , GAME_OVER } |
| All possible transitions between states. More... | |
The Main Menu.
Definition at line 12 of file GameStateMainMenu.hpp.
| GameStateMainMenu::GameStateMainMenu | ( | ) |
Definition at line 57 of file GameStateMainMenu.cpp.
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inlinevirtual |
Definition at line 18 of file GameStateMainMenu.hpp.
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virtual |
Called every frame, where states draw stuff on screen.
Implements GameState.
Definition at line 320 of file GameStateMainMenu.cpp.
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virtual |
Where every state initializes it's resources.
The stack is the previous state's returned value from unload(), allowing a state to communicate with the next one.
Implements GameState.
Definition at line 71 of file GameStateMainMenu.cpp.
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virtual |
Gets called when we're leaving this menu.
It saves all the menu settings (for example, game speed, board size, and such)
Implements GameState.
Definition at line 86 of file GameStateMainMenu.cpp.
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virtual |
Called every frame, where states calculate everything that can change.
The returned value will be checked by the StateManager to see if we must change the current state - if so, which one should we go next.
Implements GameState.
Definition at line 101 of file GameStateMainMenu.cpp.
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friend |
Definition at line 14 of file GameStateMainMenu.hpp.