1 #ifndef GAME_STATES_NEWGAME_HPP
2 #define GAME_STATES_NEWGAME_HPP
38 virtual const char*
name()
const override;
45 virtual void activate(bl::engine::Engine& engine)
override;
52 virtual void deactivate(bl::engine::Engine& engine)
override;
60 virtual void update(bl::engine::Engine& engine,
float dt,
float)
override;
63 bl::rc::res::TextureRef bgndTxtr;
64 bl::rc::res::TextureRef profTxtr;
65 bl::gfx::Sprite background;
68 std::string playerName;
71 bl::rc::rgi::FadeEffectTask* fadeout;
74 void nameSet(
const std::string&
name);
75 void genderSet(
const std::string& gender);
Parent namespace for all functionality unique to the game.
Owns all primary systems and a reference to the engine.
This state does the game intro, gets the player's name and gender, and triggers the main game state i...
virtual ~NewGame()=default
Destroy the New Game state.
virtual void activate(bl::engine::Engine &engine) override
Activates the state.
virtual const char * name() const override
Returns "NewGame".
virtual void deactivate(bl::engine::Engine &engine) override
Deactivates the state.
static bl::engine::State::Ptr create(core::system::Systems &systems)
Creates the new game state.
virtual void update(bl::engine::Engine &engine, float dt, float) override
Updates the state and menus and whatnot.
Parent to all game states. Provides some commonly required data like core game systems.
core::system::Systems & systems