enum GameState {
GameStart,
- Opening,
+ MainState,
}
impl GameState {
fn get_scene(&self, ctx: &mut Context) -> Box<dyn Scene> {
match self {
GameState::GameStart => GameStartScene::new_boxed(ctx),
- GameState::Opening => GameStartScene::new_boxed(ctx),
+ GameState::MainState => GameStartScene::new_boxed(ctx),
}
}
fn get_next_state(&self) -> GameState {
match self {
- GameState::GameStart => GameState::Opening,
- GameState::Opening => GameState::GameStart,
+ GameState::GameStart => GameState::MainState,
+ GameState::MainState => GameState::GameStart,
}
}
}
fn mouse_button_down_event(
&mut self,
- _ctx: &mut Context,
- _button: MouseButton,
- _x: f32,
- _y: f32,
+ ctx: &mut Context,
+ button: MouseButton,
+ x: f32,
+ y: f32,
) {
+ self.current_scene.mouse_button_down_event(ctx, button, x, y);
}
fn key_down_event(
&mut self,
- _ctx: &mut Context,
- _keycode: KeyCode,
- _keymods: KeyMods,
- _repeat: bool,
+ ctx: &mut Context,
+ keycode: KeyCode,
+ keymods: KeyMods,
+ repeat: bool,
) {
+ self.current_scene.key_down_event(ctx, keycode, keymods, repeat);
}
}