1#ifndef PACMAN_VICTORYSTATE_H
2#define PACMAN_VICTORYSTATE_H
4#include <SFML/Graphics/Text.hpp>
22 void handleInput(
const sf::Event::KeyEvent& keyPressed)
override;
33 void update(
double dt)
override;
44 bool renderCta =
true;
State(StateManager &ctx)
Creates the base State object.
Definition StateManager.cpp:4
StateManager & context
Definition StateManager.h:54
Definition StateManager.h:96
void update(double dt) override
This is used for UI animations.
Definition VictoryState.cpp:39
void handleInput(const sf::Event::KeyEvent &keyPressed) override
Will load the next level regardless of what key was pressed.
Definition VictoryState.cpp:20
void render() override
Renders the Victory State.
Definition VictoryState.cpp:51
void resized() override
Will resize the contents of the Victory state.
Definition VictoryState.cpp:25
VictoryState(StateManager &context)
This State determines the Victory menu at the end of a single Pacman level.
Definition VictoryState.cpp:7