#include "GameState.h" #include "Crawler.h" #include "DEFINES.h" #include "Menu.h" #include "Item.h" INCLUDE_MONSTER_LIST void State_GameRun::OnStateChange(GameState*prevState){ Menu::stack.clear(); }; void State_GameRun::OnUserUpdate(Crawler*game){ game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime()); if(game->encounterStarted&&game->totalBossEncounterMobs>0){ game->encounterDuration+=game->GetElapsedTime(); } if(game->GetKey(O).bPressed){ Inventory::AddItem("Dummy Item 14",192); Inventory::AddItem("Dummy Item 15",35); Inventory::AddItem("Dummy Item 16",6); Inventory::AddItem("Dummy Item 17",3); Inventory::AddItem("Dummy Item 18",1); Inventory::AddItem("Dummy Item 19",8); Inventory::AddItem("Dummy Item 20",4); } if(game->GetKey(P).bPressed){ Inventory::AddItem("Medium Mana Potion",1); } game->HandleUserInput(game->GetElapsedTime()); if(game->GetKey(T).bPressed){ GameState::ChangeState(States::MAIN_MENU); } game->UpdateEffects(game->GetElapsedTime()); game->GetPlayer()->Update(game->GetElapsedTime()); for(Monster&m:MONSTER_LIST){ m.Update(game->GetElapsedTime()); } for(Monster&m:game->monstersToBeSpawned){ MONSTER_LIST.push_back(m); } game->monstersToBeSpawned.clear(); game->UpdateBullets(game->GetElapsedTime()); game->UpdateCamera(game->GetElapsedTime()); }; void State_GameRun::Draw(Crawler*game){ };